Posted June 15, 2020
Haven't finished a game yet. Haven't even gotten to Io more than a few times, but that's probably because of lack of time to play. and also because I've been trying to use the scout instead of the marine (I haven't quite wrapped my head around hitting "5" before I take massive amounts of damage.)
> NEW #0947 - new enemy - Sentry bots! 3 variants
I haven't really found a consistently good way to deal with these yet, and they mess with my practice of always opening doors and rounding corners with the shotgun in hand. I still do that but I also find myself "opening" doors with 9mm ammo more often than before. :)
> NEW #1170 - new branch - Mimir Habitat
I'm sure you're already aware of this by now, but just in case...the new level sometimes spawns a desk in front of a door.
> NEW #1170 - new special level - CalSec Central!
I was surprised by the twist.
One thought is that if I want to keep the keycard for Io, then Valhalla Command generates 6 items (of which I can potentially keep 5). Mimir generates two (and perhaps it's just happenstance, but one of them always seems to be the Jackhammer.)
> CHANGE #1168 - no more annoying corner turret
I wonder what you mean by this. Because I get turrets that generate next to the junction of two walls of rooms-within-rooms. Was this a more specific situation you're talking about?
That said...I think that turrets generating under cover is not necessarily a bad thing. Randomly generated "goddamnithowthehelldoIdealwithTHIS?" is part of the fun of roguelies.
> CHANGE #1153 - you can no longer hit things beyond vision range
I'm not a fan of this change, since in 0.9, turrets sometimes meant that I'd have to decide whether to explore around the turret-room to find some better firing angle on it (and maybe risk getting flanked by enemies that wandered through the room I didn't finish clearing), or fire at it now while potentially taking damage. It gave a bit more to consider when exploring a map. Now, you almost always have to see the turret to hit it, so there really isn't much reason to try to move explore the surrounding rooms first.
I don't know whether I'll stay not-a-fan of of this change. There are plus sides to having the optimal way of dealing with bots not including spending long periods trying to snipe that last bot from 10 squares away with a .44 rifle (if I have time to burn, then trying snipe at bots from out of sight can be fun, but this is not exactly in line with a coffeebreak design philosophy).
Oh, and for shotguns, radar shootng is still a thing. I don't know if that's what you intended in this change.
> NEW #0947 - new enemy - Sentry bots! 3 variants
I haven't really found a consistently good way to deal with these yet, and they mess with my practice of always opening doors and rounding corners with the shotgun in hand. I still do that but I also find myself "opening" doors with 9mm ammo more often than before. :)
> NEW #1170 - new branch - Mimir Habitat
I'm sure you're already aware of this by now, but just in case...the new level sometimes spawns a desk in front of a door.
> NEW #1170 - new special level - CalSec Central!
I was surprised by the twist.
One thought is that if I want to keep the keycard for Io, then Valhalla Command generates 6 items (of which I can potentially keep 5). Mimir generates two (and perhaps it's just happenstance, but one of them always seems to be the Jackhammer.)
> CHANGE #1168 - no more annoying corner turret
I wonder what you mean by this. Because I get turrets that generate next to the junction of two walls of rooms-within-rooms. Was this a more specific situation you're talking about?
That said...I think that turrets generating under cover is not necessarily a bad thing. Randomly generated "goddamnithowthehelldoIdealwithTHIS?" is part of the fun of roguelies.
> CHANGE #1153 - you can no longer hit things beyond vision range
I'm not a fan of this change, since in 0.9, turrets sometimes meant that I'd have to decide whether to explore around the turret-room to find some better firing angle on it (and maybe risk getting flanked by enemies that wandered through the room I didn't finish clearing), or fire at it now while potentially taking damage. It gave a bit more to consider when exploring a map. Now, you almost always have to see the turret to hit it, so there really isn't much reason to try to move explore the surrounding rooms first.
I don't know whether I'll stay not-a-fan of of this change. There are plus sides to having the optimal way of dealing with bots not including spending long periods trying to snipe that last bot from 10 squares away with a .44 rifle (if I have time to burn, then trying snipe at bots from out of sight can be fun, but this is not exactly in line with a coffeebreak design philosophy).
Oh, and for shotguns, radar shootng is still a thing. I don't know if that's what you intended in this change.
Post edited June 15, 2020 by JasonMiao