Author Topic: Dev Log #38: Version 0.1.14.0 released  (Read 46657 times)

MetaSieg

  • Probably not a Spambot
  • *
  • Posts: 23
  • Karma: +3/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #15 on: March 27, 2015, 09:57:38 pm »
Gah I don't check the site for a few days and look what happens. Thank God it's the weekend.

Greep

  • Scavenger
  • ***
  • Posts: 139
  • Karma: +7/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #16 on: March 27, 2015, 10:19:04 pm »
It feels like things are going to get a lot more polarized.  With thick skull, hammer and perception builds don't need LoC for not dropping dead, so they're going to go full guns or full hammer.  For will, you can't afford not having the intp, so they can't afford to go hammer or perception for a backup weapon.

Styg

  • Administrator
  • Godman
  • *****
  • Posts: 2406
  • Karma: +513/-31
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #17 on: March 27, 2015, 10:29:51 pm »
I think you're a bit overestimating the importance of Neurology. It's far from being mandatory. Sure, it's nice to start a battle with some extra PSI, but after a turn or two, this advantage is gone as this feat does not modify your PSI regeneration.

Greep

  • Scavenger
  • ***
  • Posts: 139
  • Karma: +7/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #18 on: March 27, 2015, 10:35:28 pm »
Oh I was thinking that psi booster thing was also int.  Yeah I guess not.  But still it does pretty much make 5 int necessary for kickass mufflers :D

Edit: Ah I see, dex also has an immobilize removal.

Also just noticed this from the devlog:

"NPCs now use EMP grenades; you've been warned"

yikes
« Last Edit: March 28, 2015, 08:46:00 am by Greep »

Fenix

  • Godman
  • ******
  • Posts: 1209
  • Karma: +58/-25
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #19 on: March 28, 2015, 12:07:56 pm »
Also just noticed this from the devlog:
"NPCs now use EMP grenades; you've been warned"
yikes

I want that NPC's AI can trow grenades to targets around a corner.
That will be amazing deal.

Styg

  • Administrator
  • Godman
  • *****
  • Posts: 2406
  • Karma: +513/-31
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #20 on: April 01, 2015, 02:50:22 pm »
Hotfix 0.1.14.1 released:
  • Minimal attack action point cost set to 4 (up from 1)
  • Fancy Footwork can no longer raise your movement points higher than twice your normal maximum
  • Amount of extra action point granted by Blitz limited to 20
  • Telekinetic Punch will now properly daze the target instead of stunning it if it has Thick Skull feat
  • Added Flashbang blueprint to Len's store in Junkyard (will appear after next merchandise reset)
  • Fixed the tooltips of food effects that have been changed in this update
  • Fixed Thermodynamic Destabilization
  • Fixed the bug that caused generated combat gloves mechanical enhancements to always have quality of 1 (not retroactive)
  • Fixed the bug that caused generated shield emitter enhancements to always have quality of 1 (not retroactive)
  • Laser Sight will now correctly increase precision (not retroactive)
  • Chance to hit with burst attack can never exceed single shot chance to hit anymore
  • Daniel Arda should now properly sell Hercules.
  • West Wing hole description
  • Mediant Samuel gives proper amount of charons for his first quest
  • PI Georgis' refusal to help for a quest now properly fails
  • PI Schteff's radio comm properly recognizes where the player is
  • Wererathound affliction now correctly increases strength and transformation will now unequip your helmet
  • Fixed Free Drones Junkyard quest not starting properly in some cases
  • Tchort introduction cut scene should now properly trigger when visiting Institute entrance zone after you complete the Core City quest line. If it does not trigger, that's probably because you've visited the zone previously and the save is broken. See this thread for solution: http://steamcommunity.com/app/250520/discussions/0/618457398973889102/
  • Offensive armor modifiers should work again (spiked/bladed armors)
  • Several quest notes fixes
  • Various minor dialog and map fixes

Fenix

  • Godman
  • ******
  • Posts: 1209
  • Karma: +58/-25
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #21 on: April 01, 2015, 10:19:22 pm »
  • Minimal attack action point cost set to 4 (up from 1)
Cough, cough... This is... rough. :-\

Mindless

  • Oculite
  • Tchortist
  • **
  • Posts: 336
  • Karma: +13/-2
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #22 on: April 02, 2015, 06:17:37 am »
  • Minimal attack action point cost set to 4 (up from 1)
Cough, cough... This is... rough. :-\
Yep, bye-bye super-dex unarmed builds =)

hilf

  • Oculite
  • Faceless
  • **
  • Posts: 614
  • Karma: +94/-2
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #23 on: April 02, 2015, 06:50:58 am »
Haha guys, you're so easy to troll. It's just an April Fools joke!

Setting minimal AP cost to 4 is making it 4 times as bad and even Sid Meier/Obsidian balances things by 'just' doubling and halfing them.

Limiting Blitz MP conversion is not bad idea actually but 20 AP is way too low. 50 would not be excessive considering it's cooldown. It would give you extra turn every 10 turns. Now look at Commando perk -  it can potentially give you 'extra turn' every turn (if you use ARs, bursts and kill your target which is now much more likely).

'Fancy Footwork can no longer raise your movement points higher than twice your normal maximum'
Now that's actually a good idea since it does not punish you for having high base MP, prevents FF from giving crazy amounts of MP and keeps Blitz in check.
I hope this one wasn't a joke.
« Last Edit: April 02, 2015, 06:53:14 am by hilf »

Styg

  • Administrator
  • Godman
  • *****
  • Posts: 2406
  • Karma: +513/-31
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #24 on: April 02, 2015, 07:05:53 am »
It's not a joke. While the numbers are subject to change in the future, pending testing and feedback, the limits are necessary to avoid the silly scenarios we previously had.

Greep

  • Scavenger
  • ***
  • Posts: 139
  • Karma: +7/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #25 on: April 02, 2015, 07:14:25 am »
Wait is this pre or post lightning punches? I.e. 4 ap or 2?

Well it's 17 attack at 4 ap, so.. doesn't sound too far off anyways.  Stunlocking 8 people with cheap shots is kinda silly.
« Last Edit: April 02, 2015, 07:17:14 am by Greep »

Mindless

  • Oculite
  • Tchortist
  • **
  • Posts: 336
  • Karma: +13/-2
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #26 on: April 02, 2015, 07:51:27 am »
Haha guys, you're so easy to troll. It's just an April Fools joke!
Styg is not joking here  >:(
Setting minimal AP cost to 4 is making it 4 times as bad and even Sid Meier/Obsidian balances things by 'just' doubling and halfing them.
_3_ will be ok)
Wait is this pre or post lightning punches? I.e. 4 ap or 2?
I think it's a hard limit of any ap cost)
Well it's 17 attack at 4 ap, so.. doesn't sound too far off anyways.  Stunlocking 8 people with cheap shots is kinda silly.
17? oO 17x4=68? Sutnlocking 8 people? with 15% chance to incapacitate?
It's easier to throw a flashbang into the crowd =P

Styg

  • Administrator
  • Godman
  • *****
  • Posts: 2406
  • Karma: +513/-31
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #27 on: April 02, 2015, 08:04:28 am »
How about limiting Blitz AP gains to third of your normal maximum MP?

That way Blitz is kept in check and there's no need to touch low AP costs or Fancy Fotwork.

I didn't tweak the AP costs and FF just because of Blitz, they were a problem on their own as well.

Greep

  • Scavenger
  • ***
  • Posts: 139
  • Karma: +7/-0
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #28 on: April 02, 2015, 08:21:41 am »
Haha guys, you're so easy to troll. It's just an April Fools joke!
Styg is not joking here  >:(
Setting minimal AP cost to 4 is making it 4 times as bad and even Sid Meier/Obsidian balances things by 'just' doubling and halfing them.
_3_ will be ok)
Wait is this pre or post lightning punches? I.e. 4 ap or 2?
I think it's a hard limit of any ap cost)
Well it's 17 attack at 4 ap, so.. doesn't sound too far off anyways.  Stunlocking 8 people with cheap shots is kinda silly.
17? oO 17x4=68? Sutnlocking 8 people? with 15% chance to incapacitate?
It's easier to throw a flashbang into the crowd =P

Yeah adrenaline gives 70 ap, so you can get 17 shock fists in at 4 per round.  Given you can then run around a corner and not take any damage because of fancy footwork, doesn't that feel fair?  As far as stunlocking people with 1 ap fists, I bet hilf can tell you what that's like ;)

hilf

  • Oculite
  • Faceless
  • **
  • Posts: 614
  • Karma: +94/-2
    • View Profile
Re: Dev Log #38: Version 0.1.14.0 released
« Reply #29 on: April 02, 2015, 08:23:08 am »
Hehe yeah i know it wasn't a joke. I was joking myself (:

How about limiting Blitz AP gains to third of your normal maximum MP?

That way Blitz is kept in check and there's no need to touch low AP costs or Fancy Fotwork.

I'm not sure.
Limiting Blitz like that would remove synergy of this feat and FF (if i understood You right) and synergies are good things to have.


Well, lower AP limit for attacks must be changed, attacking for 1 AP is silly. Making it 4 seems too high, however.


Quote
As far as stunlocking people with 1 ap fists, I bet hilf can tell you what that's like
If You can attack for 1 AP You don't care about stunlocking at all :D
« Last Edit: April 02, 2015, 08:31:14 am by hilf »