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Incline Colony Ship RELEASE THREAD

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,195
Location
Space Refrigerator
I'm very into cock and ball torture
Interesting post. Let's go point by point:

Your easy modes are actually harder than 95% of rpgs
No.

This isn't the case. Colony Ship's 'Hero Mode' is specifically tailored to be as easy as it gets for RPGs. While games like Pathfinder, Baldur's Gate, and Fallout focus on debuffing enemies and or buffing the player in some numerical way; Colony Ship's 'Hero Mode' takes it a step further by giving the player better starting gear on top of the numerical modifiers. The starting gear you get access to in 'Hero Mode' is ridiculously good: better weapons that aren't rusted, an energy gadget, a few credits; you're basically given an easy start with this difficulty setting. You have to try real hard to ruin that advantage. Speaking of which, unlike other titles, Colony Ship's easy mode goes to the *extreme* when it comes to numerical buffs. Let's look at those modifiers (and remember you can customize these percentages if don't like the values):

MMvhqe2.png


This is beyond silly, a +100% effectively trivializes the progression systems in place. Essentially, you can be 2-4 levels higher than normal with little to no investment in build making or party making. This also stacks with implants, Int stat, feats, etc - so you can be everything, do everything, complete everything, with absolutely no investment.

DQG8iFO.png


This accuracy bonus is basically the equivalent to a high quality premium piece of gear that can enhance accuracy - and you start off with this, for free. The type of enemies you face at the start can not compete with this level of accuracy. It basically means you don't need to worry about missing hits, at all.

R2Koye5.png


These three settings turn the enemies into little babies. On top of *you* getting high accuracy bonuses, starting with better gear, the enemies are also at an inherent disadvantage.

You have to try real hard to make Colony Ship's easy mode, "harder than 95% of rpgs". While we're on this topic there have been testimonials of players from steam who've tried the easy mode and complained that it was *too* easy. Again, just to re-emphasis, you can customize the values by the way. Suffice to say 'Hero Mode' is intentionally designed to be *the* easy mode; it's neither balanced nor play tested in any sufficient capacity - it's intentionally created specifically for the purpose of making the game easy to play. If you struggled on this, I don't know what to say.

your normal modes are harder than every rpg I’ve ever played except maybe wizardry1, knights of the chalice and underrail
I don't agree that Colony Ship is harder than Knights of the Chalice 2 by virtue of the fact that the game gives you three ways to play: Speech, Stealth, Combat - you can also play around the three fundamentals by using whichever you prefer in solving an encounter. There are also no combat encounters that are *needed* to win the game, meaning you can pick and choose your fights. If an encounter is too hard, you can save it for later, come back to it when you're strong then beat it. If you're having issues with a story related encounter you can ask the NPCs for help and or request for an easier scenario. On top of this, companions give even more flexibility with the amount of options you can have available.

Contrast this to Knights of the Chalice 2 where you only have one way to play: combat; if you're not good at tactics, party making, or build optimization; you're pretty much screwed, as the game is a pure hardcore dungeon crawl with no means to bypass some of the harder encounters. Sure you can make them 'easier' with dialogue options but if you're not proficient at combat then such advantages are wasted. If you don't manage your resources, like resting, you're screwed. There's no alternative mechanisms in place for someone who sucks at combat. Even the difficulty settings won't make much difference if you can't understand what spells or effects to use, what targets to prioritize, etc. Again, just to contrast, in Colony Ship if you suck at one thing you can either ignore it, come back to it later, stealth your way around it, talk it away, or have a strong late game companion like Cobra to aid you.

Anyways, why does every combat need to be your team walking into a successful ambush? It’s insulting to your players who are likely smart enough to look around an area and choose more favourable ground for a fight. Or make their own ambushes? Traps? But you’re afraid to let your players loose on the world. You’re too worried about balance (I loathe balance). The only way that you’re allowed to be creative and think outside the box is by using items and balancing numbers. But no matter how many points you put into INT, your character will still walk into the middle of 10 heavily armed slavs and start talking even after the 20th time they’ve been ambushed in the same way. Meanwhile me, a 5 INT guy, is wondering why I can’t poke my gun through the half-open doorway and shoot the enemies instead of squeezing myself inside first.
So two main things:

1) there are certain encounters where you can choose a dialogue option to start with a huge bonus to initiative if you have high initiative, it also leads to a whole feat line called 'Ask Questions Later':

9VjziCn.png


Now this doesn't work on *every* encounter, it's also been a while since I last played, and last I remembered the developers were still tweaking the encounters so you have this option available, but nonetheless, that exists.

2) it has nothing to do with "balance", this is just the appeal of Iron Tower's ethos: you're outnumbered, outgunned, and outflanked; the appeal is that it forces the player to seriously consider their options before engaging in combat - are you sure you want to go in guns blazing, maybe explore other options, maybe that optional encounter isn't worth getting stressed out, etc.

You say other things about this but personally I like this type of approach because it makes the combat fun to me. I enjoy difficult games that bust my balls - it's enjoyable to be challenged.

But normal people are going to look at your stats and see that every stat looks super important for combat.
Not necessarily. When you start the game the first thing you see is 'Heroic Feats', and the first thing a player is going to want to do is get those feats because of how unique, game changing, they are:

gqlaz4S.png

Juggernaut turns you into a indestructible killing machine. Healing Factor gives you big bang from healing on top of facilitating more implants to install. Dodge This turns you into a critical strike machine. All these potent effects is what a player *should* be trying to shoot for in their build making; it's neither complicated nor arithmetic to bump one stat up to max to get these 'Heroic Feats'. A normal player shouldn't feel that they've failed at the initial process of this stage of game unless they intentionally refuse a 'Heroic Feat'. Over the years the only people who had problems were specifically the RPG veterans that thought this was like those "other" RPGs they've played where stats were superfluous and you can get away with a clunky 'Jack of All' build. The actual new players who've I've assisted over the years didn't have much trouble in regards to this aspect of game, save for encounter advice, because they usually didn't have preconceptions that were detrimental to the experience; they almost always had a solid build, usually one with a heroic feat; again it was the actual combat engagements that they struggled with, but I digress.

Fantastic, we can remove all the fun stuff like killing people and replace it with more reading.
That's subjective. While Colony Ship doesn't have that level of politicking in Age of Decadence where you can set up betrayals, alliances, and so on; the game still has engaging writing that is very fun to experience as a pure talker build - I personally liked how a talker can solve combat encounters in entertaining ways, one of my favorites is how you can deal with Menzel's questline - you can impersonate as an Officer and extort for more monies. Another favorite of mine is in the first chapter of the game in the Braxton v Jonas questline, where you can talk down a gang of reinforcements in a humorous way while the main force deals with the siege.

Experiencing your games is like being handcuffed and led around by a chain [...] never deviate from what is specifically allowed [...] Everything is binary, can’t even hope for a lucky roll on a skill check.
This isn't true. Especially in regards to combat. There is no rigidity in combat build making. To keep it simple, there are four pillars for combat build making: Feats, Stats, Gear, Companions. If you're lacking in one aspect you can make up in another. For example: Feats give a huge bonus to power, which can supplement poor stat making; Gear can supplement poor stats; Stats can supplement poor gear; Companions can completely bypass your main build and supplement *you* out of the equation; and this can be applied in reverse and so on.

Here's a few examples:

I have a combat build that exists purely to buff my favorite companion:

17pYQOY.png

My main character isn't *that* good in combat. All he does is spread negative malus through 'nades, aimed attacks onto enemies while my main girl does all the heavy lifting, and here's her build:

B4HlBH6.png

That's one example of a companion supplementing a bad build out of the equation.

Here's an example of a DR heavy build that supplements poor evasion with sheer damage reduction:

N3VW8wm.png


I have hundreds of builds where I intentionally make gimped characters with poor stats, feats, etc. Colony Ship's build making is *very* flexible. You need to engage the game on its merits in this front to truly appreciate the depth and just how much you can do with the system.

No one plays knights of the chalice either
I have hundreds of hours in Chalice 2 both from the DRM free version and on Steam. I'm not all surprised that the game didn't make much wave on steam since most players don't like difficult games - I've accepted now that this genre is for romance faggotry, posers, and hyper casuals who treat RPGs as a visual novel medium where combat is more like a dressing than a main dish.

Is it the initial price or difficulty or something else?
Marketing. That's really it. Chalice 2 didn't have any marketing at all. It released with little to no fanfare on steam - the high price also didn't help matters. Pierre is just a single dude who spent more time making the game, playing it, then actually marketing it. As Vince once put it in regards to Colony Ship:

"We're a small stall in a giant gaming bazaar. Without exposure (media coverage, big YT names, Steam's front page, etc), this market of hundreds of millions shrinks to a quarter million players who know about the game (and might or might not be interested in it)."

Now grab that potential market and shrink it even further with the amount of people who even cared about games like Chalice.

Anyways, while I still believe that Colony Ship was a success (80% approval rating on steam, 2K+ reviews) it didn't meet the financial expectations that Vince had. Which is both sad and a shame.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,835
Location
Le Balkans
Interesting post. Let's go point by point:

Your easy modes are actually harder than 95% of rpgs
No.

This isn't the case. Colony Ship's 'Hero Mode' is specifically tailored to be as easy as it gets for RPGs. While games like Pathfinder, Baldur's Gate, and Fallout focus on debuffing enemies and or buffing the player in some numerical way; Colony Ship's 'Hero Mode' takes it a step further by giving the player better starting gear on top of the numerical modifiers. The starting gear you get access to in 'Hero Mode' is ridiculously good: better weapons that aren't rusted, an energy gadget, a few credits; you're basically given an easy start with this difficulty setting. You have to try real hard to ruin that advantage. Speaking of which, unlike other titles, Colony Ship's easy mode goes to the *extreme* when it comes to numerical buffs. Let's look at those modifiers (and remember you can customize these percentages if don't like the values):

MMvhqe2.png


This is beyond silly, a +100% effectively trivializes the progression systems in place. Essentially, you can be 2-4 levels higher than normal with little to no investment in build making or party making. This also stacks with implants, Int stat, feats, etc - so you can be everything, do everything, complete everything, with absolutely no investment.

DQG8iFO.png


This accuracy bonus is basically the equivalent to a high quality premium piece of gear that can enhance accuracy - and you start off with this, for free. The type of enemies you face at the start can not compete with this level of accuracy. It basically means you don't need to worry about missing hits, at all.

R2Koye5.png


These three settings turn the enemies into little babies. On top of *you* getting high accuracy bonuses, starting with better gear, the enemies are also at an inherent disadvantage.

You have to try real hard to make Colony Ship's easy mode, "harder than 95% of rpgs". While we're on this topic there have been testimonials of players from steam who've tried the easy mode and complained that it was *too* easy. Again, just to re-emphasis, you can customize the values by the way. Suffice to say 'Hero Mode' is intentionally designed to be *the* easy mode; it's neither balanced nor play tested in any sufficient capacity - it's intentionally created specifically for the purpose of making the game easy to play. If you struggled on this, I don't know what to say.

your normal modes are harder than every rpg I’ve ever played except maybe wizardry1, knights of the chalice and underrail
I don't agree that Colony Ship is harder than Knights of the Chalice 2 by virtue of the fact that the game gives you three ways to play: Speech, Stealth, Combat - you can also play around the three fundamentals by using whichever you prefer in solving an encounter. There are also no combat encounters that are *needed* to win the game, meaning you can pick and choose your fights. If an encounter is too hard, you can save it for later, come back to it when you're strong then beat it. If you're having issues with a story related encounter you can ask the NPCs for help and or request for an easier scenario. On top of this, companions give even more flexibility with the amount of options you can have available.

Contrast this to Knights of the Chalice 2 where you only have one way to play: combat; if you're not good at tactics, party making, or build optimization; you're pretty much screwed, as the game is a pure hardcore dungeon crawl with no means to bypass some of the harder encounters. Sure you can make them 'easier' with dialogue options but if you're not proficient at combat then such advantages are wasted. If you don't manage your resources, like resting, you're screwed. There's no alternative mechanisms in place for someone who sucks at combat. Even the difficulty settings won't make much difference if you can't understand what spells or effects to use, what targets to prioritize, etc. Again, just to contrast, in Colony Ship if you suck at one thing you can either ignore it, come back to it later, stealth your way around it, talk it away, or have a strong late game companion like Cobra to aid you.

Anyways, why does every combat need to be your team walking into a successful ambush? It’s insulting to your players who are likely smart enough to look around an area and choose more favourable ground for a fight. Or make their own ambushes? Traps? But you’re afraid to let your players loose on the world. You’re too worried about balance (I loathe balance). The only way that you’re allowed to be creative and think outside the box is by using items and balancing numbers. But no matter how many points you put into INT, your character will still walk into the middle of 10 heavily armed slavs and start talking even after the 20th time they’ve been ambushed in the same way. Meanwhile me, a 5 INT guy, is wondering why I can’t poke my gun through the half-open doorway and shoot the enemies instead of squeezing myself inside first.
So two main things:

1) there are certain encounters where you can choose a dialogue option to start with a huge bonus to initiative if you have high initiative, it also leads to a whole feat line called 'Ask Questions Later':

9VjziCn.png


Now this doesn't work on *every* encounter, it's also been a while since I last played, and last I remembered the developers were still tweaking the encounters so you have this option available, but nonetheless, that exists.

2) it has nothing to do with "balance", this is just the appeal of Iron Tower's ethos: you're outnumbered, outgunned, and outflanked; the appeal is that it forces the player to seriously consider their options before engaging in combat - are you sure you want to go in guns blazing, maybe explore other options, maybe that optional encounter isn't worth getting stressed out, etc.

You say other things about this but personally I like this type of approach because it makes the combat fun to me. I enjoy difficult games that bust my balls - it's enjoyable to be challenged.

But normal people are going to look at your stats and see that every stat looks super important for combat.
Not necessarily. When you start the game the first thing you see is 'Heroic Feats', and the first thing a player is going to want to do is get those feats because of how unique, game changing, they are:

gqlaz4S.png

Juggernaut turns you into a indestructible killing machine. Healing Factor gives you big bang from healing on top of facilitating more implants to install. Dodge This turns you into a critical strike machine. All these potent effects is what a player *should* be trying to shoot for in their build making; it's neither complicated nor arithmetic to bump one stat up to max to get these 'Heroic Feats'. A normal player shouldn't feel that they've failed at the initial process of this stage of game unless they intentionally refuse a 'Heroic Feat'. Over the years the only people who had problems were specifically the RPG veterans that thought this was like those "other" RPGs they've played where stats were superfluous and you can get away with a clunky 'Jack of All' build. The actual new players who've I've assisted over the years didn't have much trouble in regards to this aspect of game, save for encounter advice, because they usually didn't have preconceptions that were detrimental to the experience; they almost always had a solid build, usually one with a heroic feat; again it was the actual combat engagements that they struggled with, but I digress.

Fantastic, we can remove all the fun stuff like killing people and replace it with more reading.
That's subjective. While Colony Ship doesn't have that level of politicking in Age of Decadence where you can set up betrayals, alliances, and so on; the game still has engaging writing that is very fun to experience as a pure talker build - I personally liked how a talker can solve combat encounters in entertaining ways, one of my favorites is how you can deal with Menzel's questline - you can impersonate as an Officer and extort for more monies. Another favorite of mine is in the first chapter of the game in the Braxton v Jonas questline, where you can talk down a gang of reinforcements in a humorous way while the main force deals with the siege.

Experiencing your games is like being handcuffed and led around by a chain [...] never deviate from what is specifically allowed [...] Everything is binary, can’t even hope for a lucky roll on a skill check.
This isn't true. Especially in regards to combat. There is no rigidity in combat build making. To keep it simple, there are four pillars for combat build making: Feats, Stats, Gear, Companions. If you're lacking in one aspect you can make up in another. For example: Feats give a huge bonus to power, which can supplement poor stat making; Gear can supplement poor stats; Stats can supplement poor gear; Companions can completely bypass your main build and supplement *you* out of the equation; and this can be applied in reverse and so on.

Here's a few examples:

I have a combat build that exists purely to buff my favorite companion:

17pYQOY.png

My main character isn't *that* good in combat. All he does is spread negative malus through 'nades, aimed attacks onto enemies while my main girl does all the heavy lifting, and here's her build:

B4HlBH6.png

That's one example of a companion supplementing a bad build out of the equation.

Here's an example of a DR heavy build that supplements poor evasion with sheer damage reduction:

N3VW8wm.png


I have hundreds of builds where I intentionally make gimped characters with poor stats, feats, etc. Colony Ship's build making is *very* flexible. You need to engage the game on its merits in this front to truly appreciate the depth and just how much you can do with the system.

No one plays knights of the chalice either
I have hundreds of hours in Chalice 2 both from the DRM free version and on Steam. I'm not all surprised that the game didn't make much wave on steam since most players don't like difficult games - I've accepted now that this genre is for romance faggotry, posers, and hyper casuals who treat RPGs as a visual novel medium where combat is more like a dressing than a main dish.

Is it the initial price or difficulty or something else?
Marketing. That's really it. Chalice 2 didn't have any marketing at all. It released with little to no fanfare on steam - the high price also didn't help matters. Pierre is just a single dude who spent more time making the game, playing it, then actually marketing it. As Vince once put it in regards to Colony Ship:

"We're a small stall in a giant gaming bazaar. Without exposure (media coverage, big YT names, Steam's front page, etc), this market of hundreds of millions shrinks to a quarter million players who know about the game (and might or might not be interested in it)."

Now grab that potential market and shrink it even further with the amount of people who even cared about games like Chalice.

Anyways, while I still believe that Colony Ship was a success (80% approval rating on steam, 2K+ reviews) it didn't meet the financial expectations that Vince had. Which is both sad and a shame.
Well said
 

Beans00

Erudite
Shitposter
Joined
Aug 27, 2008
Messages
1,723
Your spamming is what's very apparent. You repeat the same "points" over and over again. Stop clogging up this thread and shut the fuck up already.

new update when?
Really wish for the game to be succesfull enough in order to fund the sequel, just imagine the backstab opportunities!

Well the game wasn't good or successful, it failed. Cope more.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
I played the game on release and recently replayed it after several of the "major updates" and couldn't have told you a single thing that was different. Allegedly there's a new postgame fight but it's only available under certain endings, so I guess I missed it.
 

Moaning_Clock

SmokeSomeFrogs
Developer
Joined
Feb 7, 2021
Messages
708
Looking forward to the new update. I postponed playing Colony Ship (and will postpone it further since I'm playing Kingdom Come Deliverance right now) because I wanted most updates done before I start.

:kingcomrade:
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
Looking forward to the new update. I postponed playing Colony Ship (and will postpone it further since I'm playing Kingdom Come Deliverance right now) because I wanted most updates done before I start.

:kingcomrade:
For what it's worth, I played it on launch, and again a few weeks ago, and I couldn't tell you a single thing that was different.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,610
Location
Denmark
Also eagerly awaiting the final update, as I haven't yet played the game.

At first it was hard to wait, but now, i've transcended and now awaiting the GOTC experience from Vince.
 

Moaning_Clock

SmokeSomeFrogs
Developer
Joined
Feb 7, 2021
Messages
708
Price. I think it would be successful with a deep price cut to twenty bux and then wait for content starved YouTuber to take notice.
They likely emailed most relevant YouTubers already (at least the English speaking), so they already have a key, the smaller ones (less than 10k) don't matter and everything under 100k barely makes a dent unfortunately.

Going for a new streamer/youtuber/media push because of the update may help a little but dunno if they are already doing it.

I don't know if price cuts are always the right route - selling more than double for half the price is not guaranteed. Or you mean just sales? Then sure but they cutted the price 40% to almost 20 already.
 

ShadowSpectre

Arbiter
Joined
Mar 11, 2017
Messages
338
Location
Limbo
I'm looking forward to the update and then will be starting my second playthrough. Thinking I will play shotgun tank on my PC and side with the Protectors this time around and get Cobra for my later game companion. Having said that, it's still possible I run a better sniper than on my first playthrough.
 

Moaning_Clock

SmokeSomeFrogs
Developer
Joined
Feb 7, 2021
Messages
708
https://steamcommunity.com/app/648410/discussions/0/4633735189119383094/

Improvements

Shuttle Bay: Improved visuals, added more interactions, dialogues and a small exploration area.
Maintenance: Added a new exploration area after the robot fight.
Habitat: Improved visuals, added more interactions and dialogues.
Factory: Improved visuals.
Heart: Polished visuals and dialogue interactions.
Hydro Yellow: Added a minor event.
Added new NPC portraits.
Added a new music track for the Monks, played in the Maintenance level and key story events.
Added option to make TAB highlight a toggle.
Added more filters and sorting options to the inventory, trade and loot screens.
Added the 5-Shooter Deluxe multi-barrel pistol to the Manley fight in the Arena.
Added the Highroller multi-barrel pistol to the Shadow fight in Mission Control.
Added more sounds to dialogue events.

Changes

Stasis disoriented effect sets AP to 8 (from reducing AP by 8), reduces accuracy by 30 (from 20).
Long Arm of the Law: Range 10 (from 9), Accuracy +4 (from +2), Aimed +2 (from 0), Critical Chance +4 (from +2).
Hauser 92: Accuracy +6 (from +4), Aimed +4 (from +2).
Exterminator: Range 13 (from 12), graze +12 (from +8).
Adjusted size of the arena placement area.

Fixes

Minor fixes to habitat locations.
XM7 description no longer says submachine gun.
Fixed chameleon skin not granting sneak.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,958
Adventure, excitement, cool sci fi concepts, interesting aesthetics, soul, humanity.

No? Okay then, Ill keep waiting.
 

axedice

Cipher
Joined
Sep 11, 2007
Messages
483
Location
Mersin
I actually enjoyed replaying the game, just finished with a land the ship ending for the first time, and the epilogue from the natives eyes was a nice touch. Aside from the writing and the overall setting, the game also excels in combat and character design. so trying out a new combat build is always fun.
 

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