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Colony Ship Early Access Release Thread

Discussion in 'Iron Tower Studio' started by Infinitron, Apr 6, 2021.

  1. Jrpgfan Liturgist

    Jrpgfan
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    Thanks. I thought I had lost my last save file.
     
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  2. sorinmask Just like Yves, I chase tales. Patron

    sorinmask
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    Strap Yourselves In Pathfinder: Kingmaker
    I found that part a bit amusing too. Maybe there should be a cute title card thanking you for testing the game. Or something. Be cute.
     
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  3. Pink Eye Monk Patron

    Pink Eye
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    New patch for Mission Control + collection of fixes that Iron Tower Studio has been working on for past several months:
    https://steamcommunity.com/app/648410/discussions/0/3040480988283309142/?ctp=34#c5040080777785011654
     
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  4. vibehunter Educated

    vibehunter
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    Is true random the best way to play? Or does it make the game too frustrating? I’m not sure why “heavily adjusted” is the default.
     
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  5. Pink Eye Monk Patron

    Pink Eye
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    I play in True Random. I honestly can't tell the difference between the other modes. If I understand it right. Other modes make RNG less punishing, but meh.
     
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  6. Elhoim Iron Tower Studio Developer

    Elhoim
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    RNG is like religion, there's not a best one except the one you think it is for some reason.

    Not really, they basically adjust it to the small number of instances a combat has (there aren't hundreds of attacks in combat). So there aren't long "streaks", and actually try to represent the % you are seeing a bit better. So you might not have 3 consecutive misses at 90%, but neither will the enemies.
     
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  7. Rabbity_Thing Cipher Wumao

    Rabbity_Thing
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    Mathematically speaking, true random and adjusted would yield statistically same results, but within the context of a single combat encounter the adjusted RNG should make your damage more consistent. To really see the difference between the two modes you'd have to go through over a 100 rolls in a single encounter, so nobody really notices big differences.
     
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  8. Pink Eye Monk Patron

    Pink Eye
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    Intradasting. I'm learning maths.
     
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  9. agris Arcane Patron

    agris
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    Yes, and no.

    Vault Dweller and team - I know how little time you all have for the "nice to have" additions and fixes. Thank you, although I'm torn between playing again or just waiting for full release.

    if there's any big mechanics changes coming up, I may hold off for my next (last) EA playthrough so I can give feedback. Price changes seem like they could be impactful.. what's the general idea, reduce/increase money available by the time the Factory is opened up?
     
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  10. vibehunter Educated

    vibehunter
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    Fair enough. True random it is then. Thanks for the response.
     
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  11. Nm6k Educated

    Nm6k
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    Vince said they planing to release a big mechanical update along with the next location.
    They went back on the price change to a extent the common items still sell for less then they did before
     
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  12. Lithium Flower Arcane

    Lithium Flower
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    Just put two playthroughs in after not playing since April, some late night thoughts in no particular order.

    With the current tuning, I feel like I am kicking a bit too much ass with a relatively simple 4 4 6 8 10 8 mastermind build. I've got rifle, biotech, and all social skills tagged on my main duder; blades, evasion, electronics, and computers on Faythe; Shotgun, Critical, and Lockpicking on Jed; and Evans being muscle with pistols/critical/evasion (I gave Educated to everyone at the first availability, of course.) By the end of Factory I've got all the aforementioned non-combat skills at 5 and the combat skills at 4-5, and it feels like I was able to explore every little nook and cranny and beat every battle that didn't have an option of talking my way out of (though some optional fight did require resource expenditure or preparations, many were trivialized by a single Stasis grenade.) Not a problem for the early game, but hopefully there will be more demanding specialist content in the middle/late portions of the game.

    It is a little silly that the Black Hand just throws you in jail with all of your equipment. I don't think they would take your entire kit due to the siege conditions, but surely they would at least take your guns. Perhaps you keep all of your melee weapons by default, but can pass a Steal or Stealth check to conceal the rest?

    REALLY enjoying how vertical the exploration is in the new locations. Got Fallout 1 Glow vibes in Mission Control, and with (planned?) proper implementation of fog of war that would only intensify.

    Since I'm guessing what we've got now is more or less the entirety of the first chapter of the game, I am mentally trying to compare this to AOD's pre-Maaaaaaadoran stretch. I think Teron is vastly better narratively realized than the Pit, the latter feeling far more static due to scarcity of encounters and its linear layout. On the other hand, the Pit is absolutely packed with content, and the side locations blow anything pre-Hellgate out of the water. So it seems like the focus has been deliberately placed away from the "hubs" in favor of the "dungeons." Here's hoping the changes to the Pit in chapter 2 and the habitat will make the game a bit more lively in the hub department, though.

    I feel like some colored lighting could help locations like the Armory and Mission control to feel more distinct. I am not expecting the in-game locations to look as vibrant as the gorgeous concept art, but tweaking the saturation for each area could go a long way, I think. The Armory is very flat and gray when it could be red (or green, as the concept art suggests) with emergency lights. The first stage of Mission Control appears to have a tasteful blue/purplish filter as suggested by the concept art, which then degenerates into samey gloominess. I think Hydroponics and Factory could use being a little more saturated. It is a shame because the game has some really gorgeous architecture, textures, and models, which are let down by a lack of personality IMO. Everyone's mileage will vary, but to my eye the game looks slightly white-washed I recommend dropping gamma to 0.9 and raising brightness to 1.5- seems to have improved contrast and vibrancy (and eyestrain, too, but who gives a fucc lmao) without sacrificing visibility.
     
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  13. Pink Eye Monk Patron

    Pink Eye
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    Play solo, broski. The three worms encounter is by far the most demanding combat content I've experienced thus far, LMAO!
    Show Spoiler
    [​IMG]

    In the end. I had to bring Evans along to act as a dummy while I rushed the worms. RIP Evans. I knew thee not.
    Show Spoiler
    [​IMG]
     
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  14. Pink Eye Monk Patron

    Pink Eye
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    Here's what Iron Tower Studio plans on doing next:
    https://steamcommunity.com/app/648410/discussions/0/5040080777791190957/
     
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  15. Daedalos Arcane The Real Fanboy

    Daedalos
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    Elhoim

    Hello, I'm sorry if I asked this before, but when are you planning to implement AI routines, pathing scripting for npcs? so the world feels more alive and less static?

    When do you plan on adding more ambience and other to the sound design to the game?

    Thanks!
     
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  16. Goral Arcane Patron The Real Fanboy

    Goral
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  17. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Mainly it would be a scripting pain in the ass, taking it all, placing it in some container (otherwise the players would complain and reload to sell all extra weapons prior or store them somewhere else), all so that you could escape and loot said container a few min later. Easier to say that you're treated as a temporarily detained guest nor a prisoner, which makes sense considering you're an emissary from the Pit that Dumont's bosses would definitely like to meet.

    Later on as it's not a high priority right now. I know that some people complain about it but they will complain louder still if we delay (well, significantly delay) new locations but pretty up the Pit. It's definitely on the list and we won't release the game without it.
     
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  18. vibehunter Educated

    vibehunter
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    Is there a message log somewhere (where you can read previous dialogue) ? If not, any plans to implement? It seems minor but I like revisiting what someone said before.
     
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  19. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    No, no plans either (at the moment). Everything takes time, so we have to pick and choose each task very carefully.
     
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  20. Lithium Flower Arcane

    Lithium Flower
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    That's fair. I think it would be less jarring if this is something that would be brought up in the dialogue with Dumont, if changing the script at this point is an option.
     
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  21. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Will do.
     
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  22. agris Arcane Patron

    agris
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    Vault Dweller what are these changes, in a nutshell? Feel free to link if described elsewhere.

    edit: to keep it simple, maybe just describe what the intended goals are with the changes, rather the actual changes themselves.
     
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  23. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Nothing major, just tweaks and improvements.
     
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  24. agris Arcane Patron

    agris
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    Thanks - let me try it another way. I have one more EA playthrough in me before full release; do you have any insight into what EA build/milestone you think would benefit the most from some painfully ocd feedback?
     
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  25. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Then I'd strongly suggest to leave it until we add chapter 2 in Feb. Right now we're just building the 'infrastructure' and don't have time to focus too much on the systems, balance, rewards, etc. Even the system update in Nov won't be close to final at this stage.
     
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