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Those are indeed intentional. They a few of several nerfs, to keep the penguins from being.. "Too" viable, and to try to make things a little more... interesting. (They have MUCH smaller hitboxes, can go through two block high tunnels.. Without some drawbacks, they would be unbalanced)
(The bounciness, and the sliding, through one way, is derived from rl penguins general clumsiness keeping their footing when hopping and climbing up stuff. It's sort of a play on that. The other way, I'll get to in a moment.)
I tried to design the penguins as a sort of "intermediate" race. I definitely wouldn't advise them for beginners.
Their energy and attack are better value wise, but their health is lower over all (less than half actually. You have the same health, without armor, as one of the penguin troops in the Dreadwing mission), and their stats are pretty much abysmal without the help of the penguin gear.
The bounciness, and the slide factor are, in general, to make platforming less tight for the player. It's to make them think.
With most races, the player can just leap around like a little ballerina, bounding out of danger.
For penguins, you actually have to think about your movements before acting.
"Can I make that jump in time before this enemy gets close enough to attack me? Should I just risk it, and engage it?" "Will I bounce down this mountain like a beach ball if I try to scale down it, or should I just dig a tunnel to be safe?"
You can also use your weaknesses to your advantage.
Notes:
- If you strike the corner of a tile in just the right way when jumping into it, you can hurtle yourself forward. This can be useful for getting away from enemies, though it's a little tricky to pull off.
- With the sliding, you actually won't "completely" slide off of the ground you're standing on, if you don't move. Use this to your advantage to keep from getting into trouble.
You can also use this to expose more of your body, so you can shoot at things underneath you!
In general, mastering the penguin physics requires patience, and timing. Don't think like a humanoid. Think like a penguin! :D
For the record, the item id for that is pengknockedout<inserttheirnamehere,causespoilers>
Sorry about that. I should probably wait before adding to that list in general though... Don't want to spoil anything for anyone quite yet. lol
but yeah. Be very careful dismissing them for sure. They are a special npc, and they won't be coming back when they're gone. (Mainly, I haven't thought of a good way to implement replacements without there being possibilities for duplicates. lol)
Also, there is any way of starting quests through an admin command? i can't seem to start the new "bigscaryspoilerguy" quests and i think it may be because i already did all the previous ones.
The lockers are not removable due to a technical issue. I "initially" wanted them removable, but a technical thing (pretaining to how the game handles object placement/continuity when the ship is upgraded) prevented that from being possible. I wouldn't change that any time soon anyway, as most tweaks to the ship usually ends up being a save breaker 99% of the time.
Either way, I ultimately didn't intend for the Dreadnaught UFO to be a full solution to the penguin's needs. It can be livable, but the player will ultimately need to make bases and the like.
It can pack quite a bit though, if the player's strategic in item placement. (The main screenshot is an example... though that mostly just shows off Penguin Piracy stuff.)
As for the new quests, that is a thorny situation. The admin command for starting a quest, is /startquest.
There are two quests in the line, so you should do the one for the beacon first.. so it would be /startquest '"pengpenguinkingbeacon"'
(The quest template ID has to be in single and double quotes.
Like ' " <ID> " '
(No spaces of course.))
The last quest is set up as a follow up to that one... so the penguin king SHOULD give it after completing the one for the beacon. If he doesn't though? Just use the command again, with the ID pengpenguinking<insertnamehere> (Not completing the full id here, as that's spoilers. Just use the first phrase in the spoiler guy's name..)
After a bit of getting used to them, it's actually become quite endearing to me, lmao. It seems kind of fitting for the little guys, to be honest. Ahaha.
I like to use the triple jump and that often counters sudden bounces that I don't expect. Otherwise, I'm really enjoying what seems like and added mobility, seeing as how I'm still a squishy noob. :P
So I can't really say I have any real feedback to give. Though, I noticed there's no way to build a penguin colony? Lol.