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Incline Colony Ship RELEASE THREAD

Forest Dweller

Smoking Dicks
Joined
Oct 29, 2008
Messages
12,373
Good game, ending was shit though. It is not a very big game considering 7 years of development. I would prefer it they would have scrapped sneak system and use that time to polish end game. Great visuals and music, hopefully sales are high enough to fund next game.
Yeah. Only a few slides. I dont see any companion slides, or individual faction slides. I think 1 slides for each area, but i kinda want a more detailed explanation.
Yeah. This is a big deal for me.
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,195
Location
Space Refrigerator
I'm very into cock and ball torture
I'm really, really, enjoying this mechanic of banking on excess AP to turn into evasion.
You know who did it before? Fallout, in 1997. Stop being a cock gobbler, its disgusting.
You're so fucking weird, jumping into a random post to talk about me being a cock gobbler. Go play Fallout instead of splurging on random people on how great it is.
 

std::namespace

Guest
more sex scenes
imagine a sex scene written by vd
XDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
It will pretty much go along the line like this:

...
nice but too descriptive, but thats the ending! where are the cynical powergrabbing fAcTiOnS?
i though this would be a bdsm mmf where you promise to suck off the guy, and you do it long enough to collect just enough skill xp to learn deepthroat yet dont finish him, then betray him and fuck the girl, only to be viciously backstabbed...
u fail the "no please" persuation check and the "i have aids" streetwise, so collect the "rape victim" feat

im playing turdograd right now and there is animal speech potion
and i wondered what colonshit animals would talk about...
of course the gritty habitat frog would be scheming to wrestle control over the local tower from the psykers and conquer the tentacle monster with their help! what else would be going on in the jungle!1
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,157
Never used
tropic-thunder-robert-downey-jr.gif
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,195
Location
Space Refrigerator
I'm very into cock and ball torture
One question is whether evasion is worth investing in combination with armour
It depends on the build. In this instance I don't think Juggy really needs evasion since he'll just eat the damage with his Nat DR. Once you get Subdermal Armor, True Grit, and Celluar Regeneration 3 the build will absorb damage. The only bottleneck is the amount of regen stims you can quaff down. Since you want Nat DR bonus from mutation which only triggers on stim usage. While you can't reach Azeral's level of Nat absurdity, you can come close. Thus I don't think evasion is worth it. Juggy wants to eat damage.

I'm pretty convinced blade and pistol are the kings of weapon types for solo
Not sure. I've seen lots of solo builds that do different combinations over the years in Early Access. Though, personally, on all my solo builds it was always melee, I like the melee component of Colony Ship.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
would be sad if someone was to... hit you in the knee
That's the great thing about having high evasion. You turn potential injuries into grazes. BTW I'm finishing Shuttlebay and am halfway finished. We'll see if this Evasion holds up at Robot encounter and some of the end game encounters.

omg, fanboys discovered that evasion sometimes turns hits into grazes. breaking news. Why this is such a big deal with DR/armor absorbing not grazes but also hits (so no difference between graze or hit) just fine is beyond logic.

Point is:
1. Stacking DR/armor is easier, simpler and more efficient than going Evasion route.
2. Evasion alone cant carry you in battle. DR/armor stacking can. This armorless Evasion monk does not work, heavy armor with no Evasion works, on the contrary.
3. Game has shitty writing already from the start, with questions "who are you" and "where is that" about people and places, hero supposedly knows very well in small place like Pit.
 

Tavar

Cipher
Patron
Joined
Jun 6, 2020
Messages
1,145
Location
Germany
RPG Wokedex Strap Yourselves In
I just started playing this and it seems promising. How long is the game? How-long-to-beat lists 70 (!) hours for main + side quests which seems unlikely.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
I just started playing this and it seems promising. How long is the game? How-long-to-beat lists 70 (!) hours for main + side quests which seems unlikely.

Around 10 hours, or 15 if you explore everywhere, drink cofee with game running and take your time.

Usual time to beat for one of Pathfinder DLCs, if you want comparision.

p.s. If you go talker route, that i do not recommend (no chances to fail, you auto-succeed all check if you build as talker, it is just walking simulator) is around 2-3 hours to beat game.
 

newageofpower

Novice
Joined
Feb 6, 2017
Messages
21
so is SMG build a trap? there are rifle that can do burst, even the lancer can do 5x burst with more damage and penetration. i knew it'd be come like that because in these games rifles are usually the most superior firearm.
Rifle burst got nerfed hard from EA/Beta builds, IIRC.

(shotgun is apparently new meta)
Yeah but with the high enemy DR in the end of the game it was nearly useless to me. I have the penetration feats. It doesnt matter if you can burst twice if a lot of your damage are absorbed or even completely nulled.

It was fine, even good early to mid game, but by endgame they are terrible.
alot of the problems with low SMG dps is the high grazing ratio on bursts, your low damage hits just get canceled by enemy DR.
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,195
Location
Space Refrigerator
I'm very into cock and ball torture
omg, fanboys discovered that evasion sometimes turns hits into grazes. breaking news. Why this is such a big deal with DR/armor absorbing not grazes but also hits (so no difference between graze or hit) just fine is beyond logic.
Shut the fuck up. You're giving me a massive headache. Just reading your posts is a strain.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Can all of you whiny ass snowflakes combing every god damn pixel and syllable for whatever hurts your fragile feelings go and start your own Resetera or whatever the fuck it is

so is SMG build a trap? there are rifle that can do burst, even the lancer can do 5x burst with more damage and penetration. i knew it'd be come like that because in these games rifles are usually the most superior firearm.
Rifle burst got nerfed hard from EA/Beta builds, IIRC.

(shotgun is apparently new meta)
Yeah but with the high enemy DR in the end of the game it was nearly useless to me. I have the penetration feats. It doesnt matter if you can burst twice if a lot of your damage are absorbed or even completely nulled.

It was fine, even good early to mid game, but by endgame they are terrible.
alot of the problems with low SMG dps is the high grazing ratio on bursts, your low damage hits just get canceled by enemy DR.

The big question for me is how important penetration actually is and what are the key thresholds - this seems to be a factor in how SMG builds in particular do after early game.

With shotguns I can never decide whether to go the multishot route or the aimed more careful route, but the key thing about solo runs is that the more variance you introduce into your own damage dealing the more battles can spiral one way or another. With accuracy/precision based builds it can be much more predictable - my blade murderhobo currently isn't reloading too much, for example, but when I do, it's for tactical changes and not really for roll changes.
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,436
I'm trying a dedicated murderhobo: Juggernaut + 10CON blade, blade & evasion tag, combat option nearly every time.

One question is whether evasion is worth investing in combination with armour, or you might as well only do armour, and for me the key is how much Reaction contributes. So far, evasion's been important since getting some good reactions is the key to solving the turn economy problems for 1-v-many fights, but we'll see for later game. About to try Bart.

I'm pretty convinced blade and pistol are the kings of weapon types for solo, but am hoping to try SMGs again, etc.
I'm also doing a murderhobo with blade.

In my view, you need both evasion and armor. Do you mean picking the feats for evasion over armor? I think early on you need high evasion so that it continues to grow.

But evasion is not enough on its own. Even with extremely high evasion (90+ early on) you'll still be getting hits fairly often if it's a big group of opponents. You'll only start evading in earnest with the force field, but it doesn't last long for you to cull the enemies. Maybe in the future when you get the cloaking device, it will be better. Although a smoke grenade makes things easier.

Also even with all the armour, you won't be able to straight up kill everyone in face to face combat. For example, my guy has to resort to sneaking for favourable positioning. I don't want to make him pure solo in the long run though, so I'm not picking lone wolf. I want him to be solo until advanced companions, then I'll get one. I did consider doing a melee duo with Jeb, but decided against it because he is a Negro, so it clashed with the theme. I also considered a duo with a tanky Faythe, but she just isn't strong enough, so she'll end up getting killed all the time and I wouldn't be able to make use of staying power.

zAzGybf.png


In terms of armor, the church companion was built around that and he was very strong.
 
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Alpharius

Scholar
Joined
Mar 1, 2018
Messages
595
Finished it with full party passing all the speech, sneak, technical checks and all fights. The only fight i didn't try to reload & win
is where you may betray the monks and the end of the game and fight vs all of them at full hp with just your party
cause its like even if i win its the end of the game so why bother, also probably the most retarded ending. Not sure if its even winnable without some special build cause they killed everybody except Jed before i got the first turn. :argh:

Seemed pretty easy with a full party compared to AOD hybrid character, almost a game journalist difficulty imo, though i played some during EA.

So next i tried solo hybrid build with 8 str, 10(12) con, 8 dex, 4 per, 6 int, 4 cha, smg\bladed, tagged lockpick, electronics, computers. And got fucked cause i can't pass any speech checks in habitat with 4 charisma due to -1 disposition. :negative: Also 5 sneak is not enough to loot most of the stuff in habitat so fucked there too, though managed to do stealth mission to loot protectors stuff (the one with 4 levels and an elevator). I guess i could continue it as combat only build it it would be suboptimal so nope.

Perhaps something like 4 str, 10 con, 8 dex, 6 per, 6 int, 6 cha with pistol or shotgun only would have worked too and passed all the speech checks.

Btw is it possible to get 3 frog brains before the factory when playing solo without the 10 con + healing factor?
 
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Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,163
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://steamcommunity.com/games/648410/announcements/detail/3856832085206277836?snr=2_9_100000_
Update Notes for Nov 22
- Added more dialogue with party members when arriving to the final area of the game.
- Added a journal entry for when you talk to Eli about the robot but didn't accept to destroy it.
- Fixed being able to start combat in Brotherhood's Habitat plaza sneak sequence.
- Fixed an issue with the gap in the armory incorrectly triggering the armory attack sequence.
- Fixed Stanton not being reachable in the alliance quest (needs a reload on the factory on old saves).
- Fixed energy weapons and vests selling for less than intended (they sell for more than regular weapons now).
- Added alternate solution to Justice building computers check.
- Fixed issue with map markers in Habitat top.
- Added energy ammo loot on energy turrets.
- Increased size of items in inventory/loot/trade, added scrollbar (auto-sort in old saves to adjust).
- Minor tweaks to level visuals and sounds.
- Fixed typos and journal issues.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
I'm trying a dedicated murderhobo: Juggernaut + 10CON blade, blade & evasion tag, combat option nearly every time.

One question is whether evasion is worth investing in combination with armour, or you might as well only do armour, and for me the key is how much Reaction contributes. So far, evasion's been important since getting some good reactions is the key to solving the turn economy problems for 1-v-many fights, but we'll see for later game. About to try Bart.

I'm pretty convinced blade and pistol are the kings of weapon types for solo, but am hoping to try SMGs again, etc.
I'm also doing a murderhobo with blade.

In my view, you need both evasion and armor. Do you mean picking the feats for evasion over armor? I think early on you need high evasion so that it continues to grow.

But evasion is not enough on its own. Even with extremely high evasion (90+ early on) you'll still be getting hits fairly often if it's a big group of opponents. You'll only start evading in earnest with the force field, but it doesn't last long for you to cull the enemies. Maybe in the future when you get the cloaking device, it will be better. Although a smoke grenade makes things easier.

Also even with all the armour, you won't be able to straight up kill everyone in face to face combat. For example, my guy has to resort to sneaking for favourable positioning. I don't want to make him pure solo in the long run though, so I'm not picking lone wolf. I want him to be solo until advanced companions, then I'll get one. I did consider doing a melee duo with Jeb, but decided against it because he is a Negro, so it clashed with the theme. I also considered a duo with a tanky Faythe, but she just isn't strong enough, so she'll end up getting killed all the time and I wouldn't be able to make use of staying power.

zAzGybf.png


In terms of armor, the church companion was built around that and he was very strong.

I tagged blade & evasion, but don't plan on any defense feats unless I need to - instead prioritising Warrior, Berserker, Second Wind. I may even skip DR implant and get the others. The logic is that untagged armour & high STR is more than enough until you get lategame armours. But we'll see if this is enough - early game a sufficiently aggressive character can kill everything before really getting hit much, but that's not the case after Habitat, and this guy may fall below the threshold of sufficient tank.

There's no question of evasion on its own, it's more of how much added benefit Evasion + Armour gives as opposed to just Armour.
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,436
Finished it with full party passing all the speech, sneak, technical checks and all fights. The only fight i didn't try to reload & win
is where you may betray the monks and the end of the game and fight vs all of them at full hp with just your party
cause its like even if i win its the end of the game so why bother, also probably the most retarded ending. Not sure if its even winnable without some special build cause they killed everybody except Jed before i got the first turn. :argh:
Do you mean
redirecting the ship to Earth, so you fight Ava, her sidekick, and two guards
? I thought it was reasonably approachable. You
use cloaking device on all party members, so the monks initiative is wasted. Then you just bomb them with pulse and stasis. Pulse really screws them up. But you also need ¡Jed! instead of the church companion Mathias, who will desert you. That said, it's for the fight with 4 enemies. Maybe if you don't kill Azrael earlier, they'll join the party. Which will make it much harder, of course.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,748
Location
Ngranek
I just started playing this and it seems promising. How long is the game? How-long-to-beat lists 70 (!) hours for main + side quests which seems unlikely.
Ca. 60 hours for me, taking the time to savor everything, having to repeat some tough fights at least several times, reloading some earlier saves to see the different paths.
Although, I also heard about less then 20 in some cases.
It heavily depends on your build and approach, it would seem.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,163
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I just started playing this and it seems promising. How long is the game? How-long-to-beat lists 70 (!) hours for main + side quests which seems unlikely.
You could probably squeeze in two or three playthroughs in 70 hours.
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
595
Finished it with full party passing all the speech, sneak, technical checks and all fights. The only fight i didn't try to reload & win
is where you may betray the monks and the end of the game and fight vs all of them at full hp with just your party
cause its like even if i win its the end of the game so why bother, also probably the most retarded ending. Not sure if its even winnable without some special build cause they killed everybody except Jed before i got the first turn. :argh:
Do you mean
redirecting the ship to Earth, so you fight Ava, her sidekick, and two guards
? I thought it was reasonably approachable. You
use cloaking device on all party members, so the monks initiative is wasted. Then you just bomb them with pulse and stasis. Pulse really screws them up. But you also need ¡Jed! instead of the church companion Mathias, who will desert you. That said, it's for the fight with 4 enemies. Maybe if you don't kill Azrael earlier, they'll join the party. Which will make it much harder, of course.
Ah damn, didn't think of that. Yeah thats the fight i meant. Loaded that save, and Azrael is there too for me, though should be doable with the 6 stasis grenades that i have.
 

TheDarkUrge

Educated
Joined
Aug 21, 2023
Messages
229
https://steamcommunity.com/games/648410/announcements/detail/3856832085206277836?snr=2_9_100000_
Update Notes for Nov 22
- Added more dialogue with party members when arriving to the final area of the game.
- Fixed issue with map markers in Habitat top.
- Increased size of items in inventory/loot/trade, added scrollbar (auto-sort in old saves to adjust).
These were the only things I noticed in my playthrough. Some good fixes. Especially the dialogue at the end is welcomed, but the inventory I basically gave up on because of no scroll lmao. Still gonna wait for custom difficulty before playing again.
I just started playing this and it seems promising. How long is the game? How-long-to-beat lists 70 (!) hours for main + side quests which seems unlikely.
You could probably squeeze in two or three playthroughs in 70 hours.
Yeah I think I finished mine in 25, but I skipped a lot of combat through persuasion skills. Also avoided those
jellyfish
asshole fights. Not sure why they were harder than Ol Bub for me.
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,436
m trying a dedicated murderhobo: Juggernaut + 10CON blade, blade & evasion tag, combat option nearly every time.

One question is whether evasion is worth investing in combination with armour, or you might as well only do armour, and for me the key is how much Reaction contributes. So far, evasion's been important since getting some good reactions is the key to solving the turn economy problems for 1-v-many fights, but we'll see for later game. About to try Bart.

I'm pretty convinced blade and pistol are the kings of weapon types for solo, but am hoping to try SMGs again, etc.
I'm also doing a murderhobo with blade.

In my view, you need both evasion and armor. Do you mean picking the feats for evasion over armor? I think early on you need high evasion so that it continues to grow.

But evasion is not enough on its own. Even with extremely high evasion (90+ early on) you'll still be getting hits fairly often if it's a big group of opponents. You'll only start evading in earnest with the force field, but it doesn't last long for you to cull the enemies. Maybe in the future when you get the cloaking device, it will be better. Although a smoke grenade makes things easier.

Also even with all the armour, you won't be able to straight up kill everyone in face to face combat. For example, my guy has to resort to sneaking for favourable positioning. I don't want to make him pure solo in the long run though, so I'm not picking lone wolf. I want him to be solo until advanced companions, then I'll get one. I did consider doing a melee duo with Jeb, but decided against it because he is a Negro, so it clashed with the theme. I also considered a duo with a tanky Faythe, but she just isn't strong enough, so she'll end up getting killed all the time and I wouldn't be able to make use of staying power.

zAzGybf.png


In terms of armor, the church companion was built around that and he was very strong.

I tagged blade & evasion, but don't plan on any defense feats unless I need to - instead prioritising Warrior, Berserker, Second Wind. I may even skip DR implant and get the others. The logic is that untagged armour & high STR is more than enough until you get lategame armours. But we'll see if this is enough - early game a sufficiently aggressive character can kill everything before really getting hit much, but that's not the case after Habitat, and this guy may fall below the threshold of sufficient tank.

There's no question of evasion on its own, it's more of how much added benefit Evasion + Armour gives as opposed to just Armour.
I'm a big sucker for aimed debuffs, so I didn't go berserker. But then if you have very high accuracy, then maybe you can simply get away with carving all the time.

Evasion works much better if you use some mass debuffs like poison grenades and smoke grenades. The issue is that they are kind of expensive. But on the other hand, when I was playing with the party, I was almost not using them at all. It's kind of fun to have this smoked and poisoned battlefield with my knife-wielding juggernaut cutting throats. Of course, everyone will be immune to toxic later on, but for now it's great in combination with my own 100% toxic resistance from the fire fighter helm.
gBIDtB9.png

Dak65Za.png

A fitting name for a dagger.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,029
Location
Djibouti
After finishing the Pit and dicking around in Hydroponix, I can say this game upsets me more than it doesn't.

For starters, the basic premise and everything about it is just extremely unappealing to me, mostly because of the standard-issue edgy modernist nihilism that has to pervade everything these days. When everything is shit, everyone is an asshole, everywhere smells and there's nothing but the creaking of old rusty garbage that's about to drop on my head any moment and delicious recycler tube soylent green, I find it a little hard to give a damn about anything that's going on, which means that at this point I'm just going from one place of interest to another to press buttons and gain XP because the way people dialogue at me with their dickery simply doesn't grab me. What do I care if it's Braxton or Jonas who takes over this local part of the rustbucket? No, really, give me one reason. Also, it's suffering from very significant Pillarsofeternitis in the way that it seems like the interesting stuff all happened long ago and all that's left for you is sifting through the ashes left in the aftermath, now ain't that effin exciting.

I'm very bothered by the combat, specifically the encounter design. The pre-combat placement zones are all profoundly retarded, no exceptions - I don't think I've seen any that would not be blatantly offensive yet. The placement options are always either in the middle of nowhere or possibly with some cover nearby, but obviously starting in that cover (or even moving toward it) will have you bunched up and conveniently one of the enemies has 999 initiative and lobs a grenade on you with his first action, wow exciting. If your idea of combat placement is telling the player that you're about to fuck him up the ass, then you might as well drop the pretence altogether.

It also feels to me like melee is the worst type of gameplay liability, where it's a liability for the player but not the AI. Meaning, to get into melee you typically have to rush through half the map, drawing reaction fire, before finally getting into someone's face and having enough AP left to stab him maybe once or twice, and then you're left standing there in the open like a moron and get your ass capped before you can move again. Obviously this is upsetting and you'll prefer not to do that. However, the AI cares none for self-preservation, so enemy melees are typically HP 60 dudes with big maces that can't be eliminated before acting, so what happens is they take ~50 damage, then rush towards you, somehow having enough HP to cross the entire map and bash you three times to near-kill (or kill) one of your dudes, before dying on their next turn. It's the local equivalent of exploding zombies in shooters.

Furthermore, I hate 'graze' as a mechanic everywhere it appears, and this is no exception. You try to move anywhere and you can bet your ass that SMG fag with a reaction score of 99 will 'graze' you with a burst of -5 -5 -5 and you might as well reload already. Grazes are usually also the way for lazy designers to make their combat encounters cheat, and this is once again no exception, and boy is it my pet peeve when enemies don't play by the fucking rules. Sure enough, special effects from aimed shots don't work on grazes, there's at least that. But then I run into the creeper in hydroponix, I try to bait it with Faythe's high evasion + full turn skip and what do I see, with all that stacked evasion it STILL has 100% to 'graze' on its hook attack to get her closer (with a to hit of ~30 or something), because lazy faggot designer would cry if the player somehow managed to not get hooked on a feeling by this clever monster encounter. I believe the frogges can also blind and poison you on grazes but of that I'm not sure.

Finally, the combat encounters feel very limited to me, especially compared to AOD/DR. Where in AOD/DR I had a lot of different ways of approach and leeway for experimentation when something didn't go my way, as well as differentiation between weapons of the same type which here is a joke in comparison, in CS I get the impression like the encounters have maybe 20% of the same breadth, and I hardly get any opportunity to let my character build shine in a way others don't. You just start in a tiny arena, the enemies are either in your face or popping moles from far ahead depending on what profits them, and das it. You either have the stats to win or have to help yourself with nades and such - might as well replace combat with autoresolve based on skill counts.


edit: getting brofisted by whisper makes me want to reconsider my opinioun
edit2: haha, he actually brolapsed
 
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jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,007
I can understand complains regarding the setting and such but the combat related stuff reads as a skill issue. I imagine reluctance to learn the tropes when the thing doesn't exactly inspire for reasons which were described just a second ago but that makes critique much less valid all the same.
 

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