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Just reached "Beyond" with my first character. And then died in the Arena, having no medkits left (in retrospect I should have just booked it through after killing all the fire fiends for the exp., since I'd have gotten 2 Marine elevator-heals. Well...YASD). I probably should just play on normal first and beat the game to scout out the later levels, but where's the fun in that?


While I'd love to attribute my progress to my prowess in tactical combat...well, was the armor spawn rate increased for this version? In 0.84, armor felt like a rare item. Now, it's not odd to see multiple green armors on a single level. The 0.85 notes don't mention increased armor spawn.

Are out of depth enemy spawns a bug or feature? I encountered 2 turrets on Callisto Mine 3.

I'm not sure if this is player behavior you intended to promote so FYI: Since there's no unload function, to preserve ammo, I've taken up the habit of picking up weapons on the floor and using them up. If you can't take it with you why not use up that 2nd chaingun's ammo, or just shoot that spare rocket launcher's rocket into an unmapped region?
(maybe) bug report: In Valhalla Command, I left a green armor on the ground. since I was already wearing another and had some durability left. Once i cleared the level, I went to replace my armor and found that it was slightly damaged.


I say it's "maybe" a bug because it's possible that there's some mechanic i didn't know about where rocket splash damages armor on the ground, and the military bot rockets hit it. If such a mechanic exists, then I guess I just found out something else to keep in my in my future runs.

I have a screenshot; I've cut off a bit from the bottom to get the image to a size that the GOG forums will accept. If you need that part as well, I can post that too.
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Two turrets on CM3 would be considered normal. The picking up of weapons to preserve ammo is a valid strategy, and usually not really worth it. We prefer that than the tedium of unloading everything in sight.

Armor drops have been buffed, but maybe too much :P
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JasonMiao: (maybe) bug report: In Valhalla Command, I left a green armor on the ground. since I was already wearing another and had some durability left. Once i cleared the level, I went to replace my armor and found that it was slightly damaged.

I say it's "maybe" a bug because it's possible that there's some mechanic i didn't know about where rocket splash damages armor on the ground, and the military bot rockets hit it. If such a mechanic exists, then I guess I just found out something else to keep in my in my future runs.

I have a screenshot; I've cut off a bit from the bottom to get the image to a size that the GOG forums will accept. If you need that part as well, I can post that too.
I'll inverstiate that, although I assume it might have been splash damaged.

I'll inverstiate that, although I assume it might have been splash damaged.
Okay, if there's a mechanic for provide durability damage to items lying on the ground through splash damage, then my picture probably shows the game was working as intended.

Then my feedback is that armor that's in the same square and is hit by an archreaver's acid attack seems like it also ought to be damaged. Right now, It isn't. If rocket splash damages ground item durability, It seems like armor that's sitting in a puddle of acid should take some damage as well.

-edit-
After updating the changelog for .85a says it was fixed with respect to shooting through walls, but this can still happen. No clue how to reproduce it, but see attached image.

-edit of edit-
I've tried to copy-paste the log of the "shoot through walls" session over the past two days (per your statement in the "crash report" thread), and GOG will not let me post that message. Is there some other way I could get that to you?
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Post edited December 06, 2019 by JasonMiao
Just got my first victory on average,
please revise the inventory limits they are not fun as they are.
At least give us an option to raise them by 50% (So 15 + 3 * Pack rat) or make some kind of lost system like in the early design notes and let keys, grenades and mod pack be smaller.
Right now a lot of options are worthless because you have no chance to keep them arount till they are useful.
Got it!

Different game (still 0.85(d)); as soon as I shot the toxic barrel, I could see the soldier through the pillar. I immediately saved the game. So I have a copy of (1) the log and (2) the save file.

Reloading the game still lets me see the soldier.


If you haven't already solved this bug, and want these files, let me know where to upload them (these forums won't let me copy-paste the logs for some reason, even if it's all text.)
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Yes, we're finally aware of that bug, and it's related to the way that smoke allows to see entities on it's edge! We'll try to fix it for next version!

As for inventory limits - you're not intended to carry everything, inventory size between utility, healing and ammo is a part of the game. Especially for red keycards - carrying them is supposed to be a choice with a downside, otherwise they'd be just fluff.

That said we're slowly raising inventory space as new items are added to the game, and we're due for an increase soon.
Post edited December 11, 2019 by epyoncf
Jupiter hired budget architectural firms... (Log/save available, if wanted)

-edit-
Just won a game. Finished the Arena.

The tile outline after you finish the Arena is very orange colored. There's is a lot of orange on that level, and it's easy to miss, especially if one of the summoning pentagrams (which are also orange) spawned in the same tile.

As someone who *almost* just took the elevator because I couldn't find the reward, may I suggest outlining the square in another color (perhaps swap Valhalla Station's purple with the Arena's orange?)
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Post edited December 14, 2019 by JasonMiao