Dev Log #24: Combat Initiative

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chaos 22 dec., 2013 @ 20:28 
I have mixed feelings about the Shroomhead re-execution. I think it's a necessary change, so as to remove the way the previous behavior set up a system of perverse incentives where the greatest payoff, as a psionic, is in enduring an incredibly tedious fight/run-many-screens/recharge cycle. A game that gives players the greatest mechanical rewards in exchange for boring themselves to tears is always in serious trouble. Given how hard it was to play a psionic build even suffering through that cycle, though, I'm concerned that a trade has been made of effectiveness-through-tedium for complete ineffectiveness.
modoc 17 dec., 2013 @ 9:19 
Everyone is waiting for the next version of this great game. We keep our fingers crossed.
ÇǼȘȺȐ 15 dec., 2013 @ 15:05 
Yay!! Ikr im kinda late to post in here haha. Looks and sounds great Styg, keep up the good work.

So the Shroomhead perk no longer regens you to 40% psi? Thats to bad and thats my only dissapointment I guess with this update. The PSI class was already pretty difficult early on and it really helped being able to run back to shrooms to recharge near certain battle areas. Doesnt sound like we shoud even bother getting the perk Shroomhead now. Hope Im just reading this wrong anyway I will try the new update before making up my mind about ditching the Shroomhead perk for good.
DjPuffnStuff 5 dec., 2013 @ 8:46 
Woot! That crossbow bolt idea I had was essentially added. Styg you are the man!
Styg  [dezvoltator] 5 dec., 2013 @ 0:08 
@dmonin They will work to an extent. You'll probably be able to visit most new areas, but your quests will probably be messed up or at a dead end.

@Fusei I'll pay close attention to the durability during the next version internal testing as I did a few minor changes to it. It probably needs more tweaking (as many things balance wise in the game), though I disagree with your statement that it's game breaking. The weapons certainly do not break down in a few hits.

@Kalistro That's not a bad idea generally, though in a game like this where the player has limited view of the battleground (fog of war) I'm not sure how useful this would be. I have a couple other idea how player could be allowed to get more awareness of his enemy behavior, but I won't talk about that until it's implemented (if it gets implemented).
Scott Summers 4 dec., 2013 @ 23:03 
Take your time, I don't mind waiting for a great thing. gj.
Bleether 4 dec., 2013 @ 8:06 
I like the new combat initiative. It will certainly change the way i would "cheese" through some parts of the game.

I haven't play the game in a while, because i've been waiting for an update.

Does anyone know if there is a way to see the enemies movement/sight range in the game? I'm currently playing fire emblem awakening ( think FF Tactics if you haven't played this), and i like how you can see the movement/attack ranges of different units. If this isn't in UR, i think it would be a good addition to the game as it would take out the "guess work" in the game and add another layer of strategy to it. Maybe even some sort of psi power or utility device that will allow one to see the vision/movement/attack range of the enemy.

Anyways, good work Styg. I like everything your doing with the game so far man. :beatmeat::d2naturesprophet::jarhead:
BandOfGypsys 3 dec., 2013 @ 13:41 
I'm happy to see you still updating. I was kind of worried :3 Good game
Fusei 3 dec., 2013 @ 8:18 
Nice work.

Got to see how the initiative works out but it looks like really nice. I was hoping to see something like this.

I'm not sure that the Shroomhead nerf was necessary, I know you want everything to be based on ressource and nothing "free" but it'll make the early stage of a dedicated psi user tedious as hell (at least a lot more than other builds).

A part from that if I could just say a word about the item durability, I find that, in its currents state, it's gamebreaking. Having my sledgehammer rendered useless after a few hits is hard to conceive.
I know that you said that your main priority wasn't realism but the gameplay.
But even for the sake of gameplay I feel it's too extreme atm and drive the fun out of it (at least for me). I believe a middle ground can be found.
I'd really love to see a change in that so that I could go back testing the game.

dmonin 3 dec., 2013 @ 3:36 
Awesome! Old saved games will work? Or I need to start with beginning?