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Honestly a lot of really good idea's
Enchanted furniture is on it's way and will, hopefully, add some useful and unique functionality that will expand on colony devlopment through magical means.
Also on the way are some new and dangerous challenges, one of which is definitely something along the lines of an undead army, and I've had a story-like challenge in design for quite some time that I want to add soon.
Paracytic Chrysalis is a new plant that will be added in the next update and is a slow growing plant that produces small quantities of magicyte. Manaweave is also out and will be completely implemented in the next patch. I'll evaluate the need for a special type of ore/metal in the future.
The blood mage is the next class and will come in the next few weeks. They'll be able to do some stuff on mana alone, but their real power will be through blood either by sacrificing their own blood or the blood of allies or using the blood of their enemies to fuel their most powerful abilities. No pain, no gain!
On the topic of magicyte, is it viable to have it be a byproduct of deep drill mining as well as conventional mining? On flat maps, there's a lot more valuable material underfoot than there is on the surface, and while it's not sustainable in the extreme long term, it takes a fair while to clear even a medium a map of dig sites.
Also, the Succubus' -50/+50 relationship modifier with females/males is really extreme. That's degree of hate is on the scale of crimes against humanity (cannibalism, I-killed-your-love-and-poo'd-on-the-corpse, etc). I'd tone down the hate from -50 to somewhere between -10 and -20. I know it seems low, but also consider their colony destabilizing effect (cheating, breakups) on top of that.
On the topic of succubi and buried comments, another poster mentioned not too long ago the incongruency in the succubus' general skillset and her ultimate. Succubi play very much like a ranged class, but their ultimate feels more tuned to melee... once you get to archotech/power armour-level defensive capacity it doesn't make a whole lot of difference what you have your pawns using, but as melee they really fall short compared to other classes, especially paladins.
That said, I'd honestly not be sure how to tweak it... though just having flight in and of itself would be a useful ultimate. Perhaps a transformation-style ability, with a time-based reversion? Or something akin to the lich transformation, where a full-on demonic metamorphosis is triggered with the ultimate, granting increased power and more skills but permanently penalising the pawn as well?
Maybe she can spawn some weak "hate vespers" or something to draw attacks, or include a minor stun.
Their soulbound + vitality drain grants up to +50% manipulation, which benefits melee and not shooting accuracy. Their Scorn ability is also a melee-centric ability since it encourages placing the pawn in the center of the battle. And Attraction is... well, it helps both melee and AoE attacks, but isn't really useful for ranged shooting beyond the general-purpose debuff.
The two things that prevent the Succubus from being a melee specialist are:
1) shadowbolt: blocked by your own shields, so you have to never use it if you ever want to equip melee shields. It functionally becomes an empty/unused ability slot for the class in that case.
2) attraction's friendly fire: it would be awesome for pulling shooters into melee range, if not for the big debuff you also suffer if you enter the field, greatly reducing your melee dps.
But yeah, I agree the Succubus doesn't have a clearly defined specializaiton in combat, beyond being a supporter (casing attraction to pin down mobs for everyone else to cast AoEs on).
I actually use attraction for the most part to either set up mage bombardment as you've covered, or as a means to lock everyone in place for my paladins. Three high-level arcotech paladins decked out with shield belts, power armour and fast-hitting melee weapons can do amazing and terrible things to a field full of people who can't leave melee range XD
It's also a really good counter to poison/psychic ships once you hit lategame with a larger colony, as the sheer number of mechanoids you get spilling out of that relatively small piece of spacecraft can be overwhelming.
I actually hadn't factored shadow step into melee combat at all to be honest... that makes Scorn a lot more viable, now that you've mentioned it, Torann. The main issue I'd raise with that in mind is Attraction still affecting the Succubus, or Succubi in general. Granted, shadow step/call are pretty much instant casts, but your unit still winds up affected by the slow, and that combined with the concentration interrupts most casters get from taking damage can make it difficult to get out. But then again, I haven't actually done a lot of testing with a Succubus in melee, so I might have to play with that a bit more to give more useful feedback.
A researched (maybe 1000 points) 'Arcane Bazaar" portal or the like (constructed). Functions identically to the Comms console, with "Bazaar Anchors" constructed with 50 Magicyte and 10 steel and using no power. The anchors substitute for the Orbital Trade Beacon to define tradeable inventory. This would allow low-tech/no-tech games to have access to more trade options.
Add an advanced research for "Enchanted Trade Beacons" that will serve both the Bazaar and the Comms Console, and requires microelectronics be learned. Enchanted beacons require, in addition to the 40 steel and 1 component, also needs the 50 magicyte and 5 Jade to tie it all together. The benefit is that you only need to dedicate one space to the beacon, and they use no power (yay magic!)
If you have both the Comm Console and the Bazaar constructed, you'll get twice the numbr of tradeships.
I think the big restriction would need to be nothing high-tech, or at least by default (a config option could enable a full catalog of items, I suppose).
Would just be a neat way to generate more trade options for lowtech games, as well as increase occurances for high-tech ones.
The portal could also be away to contact other factions like the comm sensor, or at least magic factions.
New Research: Construction: Arcane Refinery. Contains various bills too pull magicyte from different items. Obviously more-expensive items (jade, plasteel, uranium) result in higher yields compared to wood, steel or rocks. Refinery is powered by mana, similar to the forge.
Another way - though it would be a lot of work to implement - might be to give us the ability to enter rifts during elemental assaults and raid them for supplies such as magicyte. A simpler solution might be adding a cache event in which areas rich in natural magicyte, or with stashes of mined magicyte, pop up as events in a similar way to the current item fetch events we get from other factions.