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We are now carefully collecting data and feedback and already working on updates with hotfixes and balance.
Thank you!
Something I've found when using the crew teleporter is you only need to kill the enemy captain to win the battle, and if you aim your weapons at their medbay at the same time it usually fills up with regular crew fixing it, meaning the captain often stays in place and fights to the death.
The payouts for this are supposedly better than destroying the enemy ship too. You nearly always capture the enemy crew who can be transferred to space stations for a reduction in your bounty, or very occasionally sold if you get one of the rare events or stations that buy prisoners.
Also works both ways, if the enemy kills your captain its game over, even if you've got other crew left alive.
Camping at a Station 2 jump's away and just farm the easy npcs.. will hit the darksouls experience. I don't know it's on easy.. and I can't even workout a way that is not frustrating
There are encounters where the enemy is basically superpowered and you stand zero chance of winning. It has nothing to do with flawed player strategy, sometimes the rng decides that you are going to die. It is incredibly jarring going from fighting unmanned venator ships that can't break your shields to a crewed vessel of 7 with 9 energy in weapons that melt your 80 shields and half of your hull through the ACE perk and kill you in two attack rounds.
I also feel like the food consumption rate is prohibitive. I have had only a handful of games where I am not constantly buying out all of a stations food stock, then flying away and coming back to do it again just so I can move to a new sector without starving. And that is with making it a priority to upgrade life support systems to 3 asap.
though I feel that the difficulty settings are very misleading since alot of the things you need to rely on to win is RNG and grinding. theres never a point where i wont go through every single unexplored sectors before fighting the gate keeper.
The problem ive run into now is chapter 3 where the difficulty just spiked like insane. It supposedly encouraging you to win fights by sending in warriors to the enemy ship but due to having 10 shield and 10 dodge is outrageously low so you die before a single enemy crew member is even killed. even if you send them to the weapons room and disable the weapons. i found that my warriors literally lose against their crew bec they keep going back and forth to heal and fight while my guys are sitting ducks.
its also really annoying when you have the possibility to losing so many crew members in one fight.
How did you do it? I am on my 18th try on Campaign 1 and it's become so repetitive. Every game I get a couple yellow and a purple weapon, but it doesn't matter because then some enemy will just absolutely destroy me randomly as though I was a flea.
This last game I got boarded by so many aliens that all I could do was run them away, but they destroyed my weapons immediately then nearly my whole ship before running out of air, and then their ship finished me off because I wasn't attacking them.
I just want to unlock a ship, different crew, some new quests or something, instead I am stuck playing the same 30 minutes of game over and over and over.
Solar storms can and will wreck havoc on your ship.
crews and upgrades:
Honestly, definitely a lot of luck was involved. But each run ive always tried to focus on getting the engineer have either the two extra energy or two extra upgrade slots, which helps out so much on saving so much power for other upgrades. in the run i won in i had 5slots for shield and 6for weapons only upgraded the weapons once while the rest went into shield, o2 and the reactor. i always focused on upgrades of the crew that relieves energy from the system their sitting in so i can efficiently spend my scrap on fewer systems than spreading it all around.
you definitely want a shield operator or a weapons operator. if you get both thats practically gg. getting bullseye as the active is insane and getting double shield upgrade is fantastic *not the active*. if you get a warrior or medic, either vent it out or get a cryochamber and sell them. practically most useless crews you could get. having more than 1 engineer is completely fine, honestly has the best upgrades to buff up your ship.
strategy:
you always want at least 3 weapons before fighting a get keeper. with only two even if you have very good weapons you can struggle ALOT bec of the inconsistency of the shots. less shots=less chances of disrupting incoming dmg.
before fighting popo, you want have 50 shield, 4weapons and a good active, like bullseye or manoeuvre. if you know all the right choices for the small quests, you should get enough resources to accomplish this pretty fast.
when dealing with a ship that has a teleporter, i always use a rocket on o2 or med bay which makes the AI focus on repairing those systems than standing on a teleporter. the rest of the weapons are aimed at the bridge, no matter how high their engines are upgraded at long as you dmg the bridge, their dodge chance plummets. aiming at shields is pointless.
If enemies do manage to teleport in, best way to deal with them is gas them out, but this does depend on where they appear. worst case scenario they appear in you door system since destroying that wont let you open the doors. weapons is also pretty bad but you can gas them out very quickly and get your crew out to atleast two rooms away. from what ive seen, the AI either chooses to destroy the system and dont move or immediately go to the next room.
also if you fight a boss that has 2laser cutters in the first gate, ye that runs over. absolutely nothing you could do about that, you just die in mere seconds.
this is how i dealt with chap 1. for chap 2 i just got extremely lucky early on getting a purple plasma cannon and soon after a yellow rocket launcher so. but same overall strategy to chap 1. hopefully this helps
First of all, thank you for playing Trigon.
We are now making the first patch and while it is assembling build for Steam I can be here with you.
We are trying to read all comments here and on our discord channel and I guess we see what we can do fast to make it a bit better. And of course we will continue working on game polishing and balancing the game.
For players who found this game absolutely impossible to play because it is hard - this is a hardcore strategy roguelike where main meta progression is you learning to make smart and fast decisions as a spaceship captain to survive in dangerous Galaxy. But if you would like to know how to handle it fast - we have a wonderful video by one of our CBT players
https://www.youtube.com/watch?v=OGKIf9v0lDU
Hope it also could help you and you will enjoy your Space Story.
Starting a fight with loaded guns, in non-pause mode, always puts you in a situation where you shoot much later than the AI, sometimes even two volleys. Doing so was a very bad decision. It was necessary to add a module as in FTL for this function. A person needs to have time to determine where to shoot and set targets.
Исправил, так как были ошибки с моей стороны насчет механик.
Сбрасывайте КД навыков после перелета/ожидания дня из-за апгрейда, ибо тупо просто сидеть на перекуре после боя, пока счетчик тикает 120/90 секунд до нуля. Это тупо затягивает игру.
Уберите нафиг в начале боя уже заряженные орудия. Это ломает весь баланс боя, нет смысла собирать быстрое оружие, выгоднее мощный урон, который сразу разрывает в лейте из-за навыка оператора орудия, пилота + инженера => - 40 щита, -100% уклонения/100% точности + 50% скорости стрельбы/50% уклонения. Это взрывает любой корабль врага, так как первый же залп разносит все к чертям. Если нет возможности добавить это отдельным блоком для корабля как в FTL, то хотя бы дайте пассивку оператору орудий, вместо бесполезных 20% на урон или вероятность зарядки. Не говоря уж про режим "без паузы", нет даже пары секунд чтобы понять с чем ты столкнулся и где находятся отсеки у врага, а в тебя летит минимум один залп, а по факту два.
Уберите разогрев телепорта. Это тупое решение. Особенно когда начала боя начинается с полного залпа.
Уберите у лазеров урон по щиту (касаемо боя с Миротворцем). И исправьте с ним баг: после выхода из боя и возвращения в его сектор, он производит атаку еще до начала боя. Т.е. к моменту когда корабли встали на боевые позиции он уже нанес 120 урона = 80 щита и 40 по корпусу + из-за того что это лазер, какой-то отсек уже горит.