zwanzig_zwoelf
Graverobber Foundation
Der Geisterturm & Soundtrack are 20% off.
Grab it, boyim.
Grab it, boyim.
Update v1.0.9 Released
Difficulty settings and minor bugfixes.
This update adds difficulty settings to the game and a few additional bugfixes. You can find the description of each difficulty level below.
Changelog:
- Easy difficulty: the player character takes 70% of the base damage. Intended to give new players more time to learn and adapt.
- Normal difficulty: the default difficulty.
- Hard difficulty: the player character takes 120% of the base damage. Intended for seasoned veterans who mastered the game and seek additional challenge (or suffering).
Note: the difficulty mode is stored in the configuration file rather than savegames, which means you can quit to main menu, adjust the difficulty, and then load the save to continue playing with the new difficulty settings.
- Added difficulty settings to the game configuration.
- Fixed incorrect spawning position of explosions if the attack from the explosive weapon was evaded by the target.
- Additional fixes to pathfinding.
- Engine upgrade (2018.4.9 -> 2018.4.21).
Tweed is a happy panda now and has to make a negative review, where he spends at least 2 hours talking about how the gamepad support dumbed things down and how the new encounters and enemy types are too hard for him.Update v1.1.0 Released
New enemy types, minor story events, gamepad support, and more
Dear Players,
At last, the 1.1.0 update is available. After listening to your feedback, we've worked hard on improving the game and adding new things in the process. You can find the detailed changelog below:
Additions
- Two new enemy types: Penetrator and Phantom
- New attack types (fire modes) for existing enemies
- New optional events and logs to expand the story (and give a hint on how to progress)
- Rudimentary gamepad support. Now you can move using the left analog stick, use the D-pad to operate the menu, and use the right stick to switch the ram response. The remaining keys can be mapped using the key rebinding menu
Fixes
- Fixed incorrect VSync option (Every Second VBlank)
- Fixed rare cases where certain line graphics would fail to load properly
- Fixed an AI issue where melee-only units would be too defensive at low DC
- Fixed several incorrect decals in the puzzle tunnels @ Floor 13
- Fixed incorrect initialization of anti-aliasing settings
Tweaks
- Reworked random encounters to improve encounter variety
- Adjusted random encounter logic: the encounters will no longer be triggered in the same spot
- Adjusted encounter rate
- Increased the false alarm chance for random encounters
- Improved menu system and game options
- Improved reticle placement to fit the target
- Adjusted stats of tutorial robots and certain enemies
Other
- Engine upgrade (2018.4.21 -> 2018.4.23)
NOTE: Due to the addition of new events and changes to the encounters, you might want to start a new game to experience these changes from the very beginning.
NOTE FOR GAMEPAD USERS: The gamepad axes can be reconfigured by holding ALT while starting the game and selecting the Input tab in the launcher. The 'Submit' and 'Cancel' options in this tab should be ignored, as they aren't used by the game, but their presence is required by the UI system in Unity Engine.
Thank you for your support and enjoy your time climbing the Turm der Wiederkehr.
--RS
That's outside of the scope of this update, since the base design, like in DGS, is focused on ranged combat and ramming is a last resort/quick way to dish out more damage but losing some durability.Are melee weapons a thing by now, or is technology in the future still not advanced enough to have giant robots wield a knife?
I suppose I have more reasons to play this now... Once I have enough time to do so.
Changelog:
- Fixed an issue where entities would be presumed dead if their DC was between 0 and 1% of their max DC.
- Fixed minor pathfinding issues.
- Tweaked the ATTACK command -- now attempts to attack with insufficient ammo no longer end the current turn.
- Minor adjustments to enemy stats.
Thanks. I thought about releasing a demo right after the release of the base game, but decided to take time to improve it before pushing forward with this idea. I do hope that I'll be able to release demos before the full release in the future.Good job on releasing a Demo - even if it's 10 months after release - I'm still old school in that regard and like playing Demos instead of watching youtube videos/streams before making purchases of games that might interest me.
You'll learn in future games, but not in the next one.What were the formerstates up to? There was a document that said they were doing some mysterious stuff in an unknown sector.
Don't worry, this big stuff won't go anywhere and you'll get to experience it sooner or later (unless I go out of business). Thanks for the review!Okay boss. I wrote a steam review. I hope that helps with your games visibility. I'll probably take a look at Das Geisterschiff next.
>You'll learn in future games, but not in the next one.
Aw man. I feel like some real big stuff was happening outside the ghost tower. Ah well.
Levels are small (20x20) and you can plant navigation markets by pressing N to mark areas along the way.Everything is too much of a labyrinth, and there's little to distinguish areas unlike the first game, everything is too same-y.
If enemies lose you, they will search the area for a while before leaving you alone (unless you're dealing with bosses). It's a good idea to stay out of their sight, keep your distance, hide in a storage room, and close the door behind you.Enemies' behaviour is inconsistent, with these opening doors at will except when they don't, and instead roam around before inevitably going back to your position no matter how hard you try to stand still to hide, so the advice for hiding that the game provides doesn't really work.
Some enemies ignore them, some fly past them, some will shoot them down. You can push them away with ramming attacks and make them step on them, though.Luring enemies to mines doesn't seem to work anymore, as they learned to shoot them down.
The encounter chance grows with each step and gets a slight bump every time you destroy a door / cause a commotion / use a repair station. It's reduced every time you encounter an enemy and the reduction rate is multipled by the number of enemies in an encounter.What I don't know is if that results in increasing the encounter rate as it does when you do that, or not.
It's always per bullet (or pellet in case of the third game).I also would like to know if burst weapons like the SMG do the damage told in the description if all bullets hit, or if it's per bullet.
Same as bazooka (one tile).What's the explosion range of the charged laser? I believe it's 1 tile like the bazooka, but I'm not sure.
Difference in weight and evasion. You need a successful ramming attack (i.e. failed evasion) and double the target's weight to push them away.How is it determined when you do push away an enemy by ramming and when you do not? It's a bit inconsistent as sometimes the enemy is pushed away but sometimes it doesn't work.
Tried that. I still have to get used to them, as you can see them in your main screen, but not the map. You also can't add descriptions or anything, sadly.Levels are small (20x20) and you can plant navigation markets by pressing N to mark areas along the way.
I tried that. Enemies eventually no matter what keep going to said storage room where I'm hidden at and try to open the door, shoot it, or smash it open, or one after the other.It's a good idea to stay out of their sight, keep your distance, hide in a storage room, and close the door behind you.
I know, but is the encounter rate affected if the enemies do that?If you start smashing doors / shooting / step on mines, you'll most likely attract attention to your current position, so it's in your best interest to stay quiet until they go away.
Then again, I wouldn't recommend avoiding combat entirely.
That seems to confirm most enemies won't fall for them.Some enemies ignore them, some fly past them, some will shoot them down. You can push them away with ramming attacks and make them step on them, though.
The game separates evasion into partial evasion (less damage taken + no pushing away) and full evasion (no damage + ram response from the target), and the odds of triggering one of them is 1/2 of the evasion value.
In case of homing mines, pushing them away should be a last-ditch attempt if you ran out of ammo and have nowhere to go.
Yes, since it still counts as a 'commotion', but the bump is not very significant if you know how to deal with it -- iirc the bump is equal to 5 steps outside of combat or so.I know, but is the encounter rate affected if the enemies do that?
You can tell by the results such as lower damage output and lack of change in position if the enemy should be pushed away by the ramming attack.Does the game tell you if it's the first one? So far it seems only the last one you're told about.
It's a good idea, but again -- it's *very* risky in case of homing mines, since they have high evasion.The idea was to push them away so that they explode 1 tile away from you and thus become harmless, but no dice.