Technomancer
Liturgist
- Joined
- Dec 24, 2018
- Messages
- 1,523
Any cybernetic implants in this game? Or limited ways to permanently boost your inherent stats later (not drugs and items)?
Not at the moment.Any cybernetic implants in this game? Or limited ways to permanently boost your inherent stats later (not drugs and items)?
From pre-early to early access
Major UI overhaul. New gameplay options. Combat rebalancing
Thanks to the feedback of many players, the game has grown a lot over these few months. Here are only the bigger changes in the update:
Always-on screenslate
Your
screenslate
- the archaic-looking tablet with a monochrome display - is the single most central UI element in the game. It houses your character stats, inventory, handles dialogs, and interactions. It made sense to keep it on the screen at all times, ready to slide out when necessary and quietly logging background information in the meantime.
Visible weapons
In real life, it is clear what are you holding in your hand. Is it a gun? Or a device? Is it big, small, bulky, weird? Now you can see that in the game as well. Plus, handy stats and functionality.
New and user-friendly inventory screen
Based on the YouTube videos and streams it was clear that the inventory screen needs some polishing. Say hello to version 2.0 - utility shorthand buttons right by the item you select, a lot more space for item description in bigger font, a separate tab for a precise data table. Oh and it automatically compares these stats to the item you have equipped.
Character evaluator
In this game - like in most RPGs - you have to make probably the most important decisions
before
you play - when you are creating a character. With this version, you get immediate feedback upon creation and have a chance to step back and adjust things. It also flags you - e.g. that your scitec skill is so low, you may crash a computer. At the end of the day, it IS your call but now you know what you are getting into.
Low FOCUS affects your dialog too
Dialogs are affected by
speech
,
CHARM
,
PERCEPTION
and now -
FOCUS
as well. If it is too low, to be precise. Then you just don't have the patience to sit through and listen for long and boring speeches or read through daunting terminal entries - it's just
Bla, bla, bla...
to you. Why did we add this feature? Because it is a
ROLE
-playing game after all.
Combat balancing
It may not be visible right away but
under the hood
combat has been repaired, adjusted, and balanced quite a bit. There are some new things as well, see if you can spot new tactical options.
Adjusted endings and continuity
Players did some things we kind of did not expect and sometimes the endings they got did not exactly reflect what we wanted. Thus, we adjusted them and even added one.
Along the way, we patched some continuity bugs - when players do things in an unexpected order. We like it, by the way. Keep
sequence breaking
the game, guys - if it IS possible then it IS a legit solution.
Captain [COMMANDER]
In the past, companions were helpful but could get in the way. Now, they still can be a major pain in the ass but if you have high
CHARM
- and we are talking 4 and 5 here - you can literally command them. Not only you can tell them
where to go
, but also directly manage their inventory and even use their skillset - to pick a lock, hack a computer.
Oh, and you can now get rid of your companions at will. Sorry, it took so long.
...And there are smaller changes I won't even list here. This version contains probably the most changes since the launch, including some content additions.
Go on, take it for a spin!
Maybe NPC just grunts and shakes finger? That's how it was in SW before. Turns out, players do love to exploit that - repeating pick pocket attempts until success.
Block it for a time or apply a massive success penalty. Fool me twice, shame on me, as the saying goes.
Escalation also seems like a good idea to me here: first attempt could result in a "the fuck you doing asshole", second could earn the player a shove, then a punch to the face, and if they keep trying after that it's a bullet between the eyes, because - clearly - that's the only way to get the message across. Something along those lines.Yes, the timed block makes sense as well as an increased penalty. For now, there's kicking as it carries HP penalty, but I might add a timed block later
Makes perfect sense. Although LASIC is already generation three by now or something? Especially if you count derivative tech like ReLEx SMILE. Don't know how far SpWr is in the future but surely it will be obsolete by then?For example, LASIC eye surgery is something very commonplace in our world and it is a clear main attribute alteration - PERCEPTION + 1 . I think this is OK and fits well within the setting, however, when/if I add that, that should be behind some gameplay gate - something you have to put and effort to get.
We can hope.So is this game gonna end up bigger than planned?
Escalation also seems like a good idea to me here:[...].
Makes perfect sense. Although LASIC is already generation three by now or something? Especially if you count derivative tech like ReLEx SMILE. Don't know how far SpWr is in the future but surely it will be obsolete by then?
So is this game gonna end up bigger than planned? Looks like it has gone trough a lot than last year's showings.
Yes it is asked but you are right to keep asking - this does change .Kamaz don't know if this has been asked already, but what's the estimated gameplay length of the full game?