Grid Sage Forums

Grid Sage Forums

  • April 27, 2017, 10:39:31 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  


Grid Sage Wiki Now Open

Pages: [1] 2 3 ... 10
 on: April 26, 2017, 07:07:37 AM 
Started by Xaron - Last post by Draco18s
I'm deep into the second half of Dark Echo. Game's fantastic. I swear I've only done three sessions though. Very strong "just one more level" vibe.

 on: April 25, 2017, 08:14:02 AM 
Started by Widmo - Last post by Kyzrati
Okay, getting into the final issue-resolution stretch for the next release and was able to solve this pretty easily. It'll work as desired :)

 on: April 25, 2017, 07:59:43 AM 
Started by Widmo - Last post by Kyzrati
Thanks for the seed, but when I loaded up the old version to try and restore that state for closer examination, my layout looks slightly different--damn :/ (lots of dev since then, and maybe I've missed something in my restoration?).

If anyone else sees this happen, please drop a screenshot and seed here (with description if there are any special circumstances) and I'll jump on it right away. Some kinds of rare layouts combined with mass destruction do seem to attract door-crazy engineers :P

 on: April 22, 2017, 09:11:50 PM 
Started by Kyzrati - Last post by Kyzrati
So, what's happening these days...

New items! As usual, adding a new map means new robots and mechanics, which often means new items :). Like:

That new map is finally done, meaning all 30 map types are now in. There could be more to come (along the way I've accumulated half a dozen interesting concepts I'd like to fit in), and some of the ones that already exist will still be getting some more content, but for now the world is officially "complete."

I've added a bunch of new challenge modes, which you can read about in this thread (updated OP). We now have eight, including also:
  • Devolution
  • Gauntlet
  • Suer Gauntlet
  • Inhibited Evolution
  • No Salvage
  • Pure Core
As of a couple weeks ago I was thinking of releasing Alpha 15 next week to make the end of April, but then ended up adding too much extra unplanned content before (just now) getting to my still-long list of other little features and fixes. (How the project flow works I described on the blog in my dissection of the Alpha 14 changelog.) So that pushed the release date to May 2nd. No problem, more content is worth it!

Then cue this fateful week, where I ended up in the ER twice for separate serious injuries. Bad RNG! *Xom is highly amused!* (This can only be good for future dev, right? :P). So I'm no longer 100% sure I can make that date, but I'll try :). If not it'll be the week after that. In any case, as usual I'll post an image summary some days before it happens!

 on: April 21, 2017, 11:21:27 AM 
Started by Kyzrati - Last post by zxc
Collapse: Slowly, all of the complex is collapsing. Hallways, rooms, everything. You might suffer impact damage at any moment, or get trapped.

Another, similar one: Every time you evolve, you suffer an EMP which wipes out 20% of your items (including your inventory).

 on: April 21, 2017, 11:07:34 AM 
Started by Kyzrati - Last post by Wer6
XOM mode
(Or Chaos, something like that if you don't want to infringe on DCSS)
Absolutely everything is random.

Random items of all ratings appearing everywhere, an assassin digging out rooms with a gun, a recycler squad dispatched to investigate player activities...

Each bot would have different roles than normal. Crushers in place of recyclers? Alien Artifact stock pile? Anything goes!

The AI could react to different things differently. Send in death squads and increase alert level to max for things that are normally mundane.
Sounds chaotic.

 on: April 21, 2017, 03:08:13 AM 
Started by Kyzrati - Last post by Kyzrati
This week MTF streamed one of his many wins, and a bunch of regular players were along for the ride. Quite a ride it was, almost ending multiple times, but each time he came back:
  • Part 1: The first half, mostly running a light combat build while trying to build up a store full of the parts necessary for a flight-hacker transition. But stumbling a bit here and there :P
  • Part 2: In the second half, the hacking starts to pick up until eventually MTF is an untouchable god-tier hacker at the head of a large army.
Warning: Lots of spoilers in this run, but it's a good demonstration of flight strategies, both defensive and offensive.

 on: April 20, 2017, 07:51:09 AM 
Started by Kyzrati - Last post by Kyzrati
I've edited in a new batch of challenges to the OP. Check them out and keep adding any ideas to the thread and they might get picked up some day :)

 on: April 19, 2017, 06:36:11 PM 
Started by thebracket - Last post by Kyzrati
Hey RM, another REXPaint user ("Santiago") has compiled thebracket's binaries if you'd like to use them. He comments:
I did manage to compile png2rex on windows. This is only the x64 build as I don't have the win32 libs installed but in case someone still wanted it. One is a static build the big one, the other a shared build. the png and zlib are still part of the exe on the shared but it depends on 2 mingw64 dll to run.

I've attached the files here.

 on: April 19, 2017, 06:01:57 PM 
Started by dagondev - Last post by Kyzrati
Right, that's why it's still a patch and not an official release. That and other requested patch features will all appear in the next release, but for now they just live on the forums. I'm waiting until I have time to do a bigger batch of improvements before it's worth putting out 1.04.

Once that's done, I remove all patch links from the forums.

Pages: [1] 2 3 ... 10