Duskers

Duskers

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Misfits Attic  [developer] Sep 3, 2015 @ 10:15am
Duskers Update #8 is here! (v0.25) We took your feedback and created ways for you to defy the RNG Gods!
Video explaining the update HERE

We took your feedback and created ways for you to defy the RNG Gods! Now when you die it's 60% more YOUR fault! Vents, Breaking Upgrades, Radiation... nothing can stop you... probably... maybe!

Also this is a chance to see how good you guys do as design consultants. We took a LOT of your feedback on VENTS and BREAKING UPGRADES so your job hangs in the balance of the reaction we get ;)

For those on the "Future" branch this is simply v0.23 & v0.24. Thanks for helping us test it! We'll have new updates for you in not too long.

Please let us know your thoughts/feedback on any of these things below!

V0.25[docs.google.com](combines "future" branch v0.23 and v0.24)
  • Reworked upgrade breaking for a second time: now mission based, visible “failure probability”, no increase if not used, will change states in diagnostic report after mission.
  • Vents now show up as an overlay on both Drone View & Schematic View
  • Age on ships now has description next to it to better illustrate difficulty
  • Tow upgrade can now be created/assembled
  • Confirmation dialog when you reset from within a mission
  • Difficulty options (Early Access) ability to turn off Radiation, Vent spawning, & Destroyed drones in narrow rooms, for now
  • Change: ‘destruct’ command requires confirmation
  • Minor Change: Reworked mission summary window to be a little clearer
  • Mines now blow things up better
  • Stuns are now more reliable
  • Added: New option to enable running the game in the background (possible unstable)
  • Added: Option to reset the previous Best Days Survived back to 0 (goes hand-in-hand with fix, so that previous Best Days values can be reset by player if they want clean data)
  • Fix: Removed exploit where player could teleport into game and bypass the mission start logic
  • Fix: Multiple issues with the Reroute Ship Upgrade to make more stable/reliable
  • Fix: prevent SOME cases where the boarding ship doesn’t show after re-docking
  • Fix: Previous Best Days Survived was an inflated number. This fixes FUTURE best plays, but is unable to correct the bad previous best days info currently stored in players’ data.
  • Fix: Grey Goo objective step that requires all rooms in a Space Station to be scanned was mistakenly also requiring that the boarding ship be scanned, as well.
  • Fix: Multiple “Internal Processing Errors”. These errors can happen in many ways, and this is not a comprehensive fix of all possible errors. Continue to report these along with the output log and command used.
  • Minor Fix: Various typos, particularly in the tutorial
  • Minor: New probe overlay more of a programmer smiley face :)
  • Repaired upgrades don’t have a chance to error/break as quickly
  • When drone’s video signal is restored there’s now an audio queue and text is colored
  • Outposts: hint to use Transporter first time in, reminder if player tries to “redock”
  • Fix: Drone config bugs: “ERROR” drones and missing drones in the Boarding Configuration Window after turning 1 or more drones to scrap in Modifications window (required specific steps)
  • Fix: Drone upgrade bugs: after trading away upgrades, issues in the Boarding Configuration Window (required specific steps)
  • Fix: Correctly showing logs (some were appearing as blank)
  • Fix: One case of the “Internal Error Processing Command” when typing gather/gather all.
  • Fix: Ship upgrades now cost the same as their scrap value

Thanks!

-Tim (Duskers creator guy)

(please note: in the video I say 1 week when it's been 2, but I made most of the video a week ago and decided the breaking upgrades needed a second pass, and then replaced that section)
Last edited by Misfits Attic; Sep 3, 2015 @ 10:56am
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Showing 1-12 of 12 comments
Sushiloid Sep 3, 2015 @ 10:36am 
Cool, glad to see the changes make it live :)
Xaintrix Sep 3, 2015 @ 10:42am 
Definitely the best early access experience I've ever had. These updates are responsive and Tim's really clear on design intent, open to compromise, but at the same time isn't sacrificing the core game just to pander. Solid solutions to complicated issues. Can't wait to test the new systems tonight!
Misfits Attic  [developer] Sep 3, 2015 @ 11:30am 
Originally posted by Xaintrix:
Definitely the best early access experience I've ever had. These updates are responsive and Tim's really clear on design intent, open to compromise, but at the same time isn't sacrificing the core game just to pander. Solid solutions to complicated issues. Can't wait to test the new systems tonight!

This is so nice of you to say. It's hard to juggle everything with such a small team but you guys are so great about discussing things I couldn't imagine not stealing your ideas. I'm also really glad that for the most part everyone wants the game to stay true to itself and I don't get too many random suggestions that don't fit.

Also I'm putting this as a box quote next time we have an early access game ;D
Lumi Sep 3, 2015 @ 12:35pm 
I really love that this made it in:

Originally posted by Misfits Attic:
  • Difficulty options (Early Access) ability to turn off Radiation, Vent spawning, & Destroyed drones in narrow rooms, for now

This was the best solution possible. If a design choice isn't evident, or multiple options are ok, then leaving it up to the player is definitely the way to go! Keep this mind, Tim, if you ever can't decide between multiple aproaches!
Xaintrix Sep 3, 2015 @ 1:24pm 
Originally posted by MAD3.0 Lumi:
This was the best solution possible. If a design choice isn't evident, or multiple options are ok, then leaving it up to the player is definitely the way to go! Keep this mind, Tim, if you ever can't decide between multiple aproaches!

I really agree with this. If you want to compel people to stay true to the hardcore mode you can just use difficulty levels that lock the options to the hardest possible. Maybe separate scoreboards or score multipliers like in Oregon Trail. :3 I remember making runs as the Teacher for that high score multiplier.
Sergio Sep 3, 2015 @ 1:59pm 
I started a new run and my drones start whit no mods, and I dont have the scrap to build them, anyone else has this problem?. Last version I didnt have this problem at all.

Edit: send the log file, and the reset seem to have fixed the issue, thank you.
Last edited by Sergio; Sep 3, 2015 @ 2:18pm
JP  [developer] Sep 3, 2015 @ 2:02pm 
Originally posted by Sergio:
I started a new run and my drones start whit no mods, and I dont have the scrap to build them, anyone else has this problem?

Odd. Could you send over your log file (see this thread for email/log path)?

You will likely need to [R]eset, but that might help me see what went wrong.

Thanks - and sorry about that!
Last edited by JP; Sep 3, 2015 @ 2:02pm
ArchieGremlin Sep 3, 2015 @ 2:17pm 
I'm enjoying this version more than the previous one. It's shocking to see how quickly drone upgrades deteriorate and explains why I used to get multiple failures in the same mission. Previously I had a policy of not fixing upgrades because they'd just fail in the next mission anyway but now it feels more worth while.

I'm also enjoying the vent change. It took me a long time to appreciate vents because I assumed that nothing you could see mattered unless it registered with a scan and only the Scanner upgrade seemed to pick up vents! I had about 3 resets before I figured it out.
Misfits Attic  [developer] Sep 3, 2015 @ 2:48pm 
Originally posted by MAD3.0 Lumi:
I really love that this made it in:

Originally posted by Misfits Attic:
  • Difficulty options (Early Access) ability to turn off Radiation, Vent spawning, & Destroyed drones in narrow rooms, for now

This was the best solution possible. If a design choice isn't evident, or multiple options are ok, then leaving it up to the player is definitely the way to go! Keep this mind, Tim, if you ever can't decide between multiple aproaches!

Yeah, my big fear there is someone says "radiation and vents are annoying" then turn it off, and then find the game un-fun but don't know why, or miss out on some amazing missions due to a knee jerk reaction.

However, best case is it's something that they wouldn't enjoy ever, and can still have fun with the game. Or even: turn it on later when they're more acclimated to the game and then have more fun with them.

End of the day, I have to respect that the player understands what they want and allow them to decided what to do. I think most players favor the defaults to play the game as intended, but I want them to have fun.

The more time goes on the more options I'm willing to add in. I do want to create a hard mode as well, maybe have presets and then people can tweak from there.

Thx!
Misfits Attic  [developer] Sep 3, 2015 @ 2:50pm 
Originally posted by ArchieGremlin:
I'm enjoying this version more than the previous one.

Awesome to hear! Baby steps. We can have missteps, so long as overall we can move in a better direction.
The Great Cock Sep 3, 2015 @ 4:56pm 
Great update and a good response to the community. Im still a bit iffy about the breaking upgrades part still, as my mods still seem to be breaking after 3-4 missions even at 25% failure rate. never had one go higher then that yet, so more testing needed.

Loving the difficulty options, Im still not fond of radiation as im still nott fully used to the game so ive turned it off for a while ( everything else is still on).

Overall great update, keep them coming! 8/10.
nitrile Sep 13, 2015 @ 2:23pm 
I appreciate the design intention with the RNG-vs-mods breaking changes. Tactically, in .25 I am now being able to basically plan the diffusion into entropy and yet.. I feel like I can deal with that problem now just a little too easily. It was definitely infuriating that unused mods broke; but for the used-ones I *can* basically keep that one mod to rule all mods alive, if I consider it essential enough.

And that does run a little counter to the 'encouragement' to shift strategies on .23 where you couldn't plan at all. I think that needs to be pushed back a little - ultimately make it harder, and harder to use one technique if (especially if) the player is absolutely insisting on it. That might be an exponentially escalating repair cost; maybe after third repair it just catastrophically break, even if only advanced mods do that.

The situation specifically relates to me (and what I really came to post about) for what eventually felt a bit like abuse of the stealth mod - the relative strength of this seems quite problematic - quite asides from being unlike everything else in that it's much too direct - and dissolves tension when you can drive over/through the otherwise heinously powerful entities without them being even aware of it.

If that mod in particular felt less powerful - say if you bump into them, that should break stealth; it could be more than that; if you hit a wall it makes a noise, needs to reset; perhaps some sentries should do active scans (which maybe you can detect/pinpoint as a side effect) there'd be less incentive basically to stick to that one thing because you lucked out and found one (then two). One answer vs all situations doesn't encourage cleverness.
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Duskers > General Discussions > Topic Details
Date Posted: Sep 3, 2015 @ 10:15am
Posts: 12