- Could use confirmation on removing processors that will self-destructYeah, it's been requested, but due to the potential for swapping behavior and the way the inventory works it's extremely complicated the way the code is set up. I would've already done it in Alpha 6 if it were easy. I'll look into it again at some point.
- Could use some indication in the item view of processors that removing them will destroy them (currently the only indication I can spot is the : next to the item letter when it's equipped)Hm, it's the same behavior for any part of the Processor or Hackware types, so it would seem fairly redundant once you know. But I'll look for a way. Not too easy to make it both unobtrusive and actually useful/informative on that particular page.
- How come there is always a decent stutter right when you make you first move on a new level? I have always wonderedThe delay happens on the first action of any level of Factory size or larger, due to all the AIs starting up at once. That's because you always get the first turn. I'd rather not have the AIs acting before you, which would otherwise allow that time to be merged with the normal startup time (which would then also seem a bit long, too)...
- If you have the inventory/equip space, why can't you swap on/off items that take up multiple slots?The code is too complicated, when combined with all the other related rules. Inventory/part management code is extremely convoluted as is, but making the assumption that multi-slot items cannot be involved makes it somewhat bearable, and multi-slot items are much less common anyway, so I decided it was more important to preserve my sanity on this point :P
Hm, it's the same behavior for any part of the Processor or Hackware types, so it would seem fairly redundant once you know. But I'll look for a way. Not too easy to make it both unobtrusive and actually useful/informative on that particular page.Right - I'm already getting used to it, but I just thought that perhaps a line in the description of processor items could be helpful for newer players. Just a random thought of course :P
The delay happens on the first action of any level of Factory size or larger, due to all the AIs starting up at once. That's because you always get the first turn. I'd rather not have the AIs acting before you, which would otherwise allow that time to be merged with the normal startup time (which would then also seem a bit long, too)...Ah! That makes sense! I suppose you don't want to randomise starting 'energy' of AIs?
The code is too complicated, when combined with all the other related rules. Inventory/part management code is extremely convoluted as is, but making the assumption that multi-slot items cannot be involved makes it somewhat bearable, and multi-slot items are much less common anyway, so I decided it was more important to preserve my sanity on this point :PThis is very reasonable :P
This is very reasonable :PI'm glad you think so ;). Like the confirmation of Processor removal, it's one of those things that I might revisit at a later point if I feel up to it, though I imagine that while a confirmation feature is at least a possibility, I don't think I'll ever feel up to tackling the massive can of worms that would allow automated swapping of multiple slots!
That winning run I posted above was a weird one. I basically decided to fill every empty utility slot with a heat sink when I didn't have anything better... and it worked . With enough utility slots I had so many heat sinks they began to work as a basic armor, and they were super easy to replenish from grunts and programmers. When I found a better utility like armor or a force field I'd swap that in, but once it was blown off it was right back to the heat sinks. I feel like this was a variant of Decker's "stack lots of propulsion slots as a substitute for armor" strategy. It had the added advantage that I could fired mass thermal volleys without any problem.
Interesting suggestions. I still haven't stacked processors yet though it looks good. Diminishing returns to stacking sounds fine but your suggestion of 100/50/25 etc sounds a bit drastic. They still take up slots, and offer no integrity+coverage to protect you. And stacking processors ought to be powerful!
Interesting suggestions. I still haven't stacked processors yet though it looks good. Diminishing returns to stacking sounds fine but your suggestion of 100/50/25 etc sounds a bit drastic. They still take up slots, and offer no integrity+coverage to protect you. And stacking processors ought to be powerful!Stacking Adv. Targeting Computers is pretty OP. True they take up a slot, but I think that since you don't really lose them now, their bonus shouldn't shoot up quite so much--those original numbers were based on the mechanics under which you'd likely only have them for a little while, so they've gone out of whack.
On a couple of my runs now I've ended up stacking several of those and hitting everything so easily is... well... too easy :). It really made offense seem like the best defense since I could cheaply engage at range and always hit while enemies were missing me left and right. I do think that style should still be viable--it's fun!--but it could stand to not be quite so awesome. Rather than diminishing returns, which I think is too complex and adds a new barrier to player comprehension (we discussed this earlier before the Great Hacking Overhaul), I would instead suggest just changing the better computers, so more like Basic/Imp./Adv./Exp. = 5/7/9/15 instead of the 4/8/12/20 we have now.
That said, there is another advantage to destroying them: For each Garrison Access taken out of commission, Programmer dispatch frequency is further reduced.
.....the labyrinthine layout leads to forced encounters with stealth
What is the reasoning behind having two hacks to seal a garrison instead of one?I wasn't suggesting any changes in that direction. Was merely curious what the interaction between sealing garrisons and prog dispatch is.
Lot of respect for speed runners.Agreed! Much more tense in my opinion, without a bunch of armor and weapons to hide behind :P. I've been trying to do faster runs in recent weeks and end up falling back into combat mode most of the time... It takes a brave Cogmind to do a speed run. Sounds funny to say that since as zxc puts it you just run from everything ;)
I assimilated an operator and he was a total bro.That's good to hear, since I haven't done that yet and should soon. They have so many benefits now, if you can just keep them alive.
This quote is from Kyzrati's garrison access post.Okay, first of all, sorry about the misinformation. The blog post is of course correct (it always trumps whatever I think I remember at some later date :P)--destroying a garrison does reduce the Programmer dispatch frequency. Man, I really should destroy those things more often! And actually, yes, sealing them has the exact same effect, so do it if you can.QuoteThat said, there is another advantage to destroying them: For each Garrison Access taken out of commission, Programmer dispatch frequency is further reduced.I know that Kyzrati said this was not the case in the stream, but does sealing the garrison access points reduce prog dispatch? Do you need to destroy them? Shouldn't sealing have the same effect?
What is the reasoning behind having two hacks to seal a garrison instead of one?One is the direct hack, which is difficult but allows you to seal it unnoticed and has no effect on your presence. All brute force hacks increase the alert level, quite a lot in the case of a garrison jam, but this is something you won't really know yet unless you're paying very close attention to alert level (later there will be NPCs that provide you with this information).
Question: Does enumerate(surveillance) reveal watcher locations?That's exactly what it does, but its usefulness is only so great because Watchers move a lot, so your intel will go stale before too long.
Trying to decide which way to flee when a watcher emits a distress signal can be quite tricky, especially if you dodged patrols in the first place.I have a new feature planned that you might like (although I haven't confirmed it yet, I've gotten close to implementing it several times but it keeps getting put off as lower priority): When distress signals go out they'll trace a path on the screen showing the direction of the signal.
Even before alpha release I had an idea to possibly convert or enhance ECM mechanics by way of a system like this, but it's been on the back burner for a very long time.Quote.....the labyrinthine layout leads to forced encounters with stealth
I wonder whether this problem could be solved via item design. For instance, a common late/mid game item which gives you "+X% chance for enemies not to notice you" with fancy name like "quantum decohorence generator" or something like that and it can stack.
It takes a brave Cogmind to do a speed run. Sounds funny to say that since as zxc puts it you just run from everything ;)zxc wasn't kidding. You literally just run from everything. Getting shot at is sometimes the best thing. That's 2 full turns before they can act. At 30 speed, you can move roughly 8~9 spaces and you are out of their sight. The ECMs takes care of the rest. True story: The bit which is guarded by behemoths and sentries at extension. I went there twice as a speed build and just flew past the lot, no effs given and took no damage.
I assimilated an operator and he was a total bro.
That's good to hear, since I haven't done that yet and should soon. They have so many benefits now, if you can just keep them alive.
You were quite close to winning!
I have a new feature planned that you might like (although I haven't confirmed it yet, I've gotten close to implementing it several times but it keeps getting put off as lower priority): When distress signals go out they'll trace a path on the screen showing the direction of the signal.
Wait!! Watchers emit directional signals?? The feature sounds awesome. I wonder whether it makes it too easy to deal with watchers though. Part of what makes them scary is not knowing which way to run.Yeah, I agree it might detract a little from the game. Maybe that feature needs to be enabled by a utility (an existing one since it's too small an advantage for a unique utility).
ECM suites and the "+x% for enemies not to notice you" can co-exist, no? (btw, what does ECM stand for?)Yeah, probably co-exist. That's what I have in my notes on looking at them again. (Haven't gone over that stuff for months.) ECM (https://en.wikipedia.org/wiki/Electronic_countermeasure).
Request: Would you be able to upload my score sheet ot the high score list :D? Was offline and I am fairly certain that it didn't get uploaded.No problem! It'll be there for tomorrow's update.
No problem! It'll be there for tomorrow's update.Awesome!!
However, you can also be confident nothing is around if a watcher spots you and doesn't sound a distress signal. That can be very beneficial when running without sensors.That's what I use them for :P. If you see them send out a message then it's time to make sure you're in a defensible position and ready for combat.
That's what I use them for :P. If you see them send out a message then it's time tomake sure you're in a defensible position and ready for combat.run pre-emptively
I keep touring the factory and no sign of extension. Guess I have to start doing some Access(Branch) hacks if I want to do some sight seeing.
Guess who ascended :).
I like the description "enthusiastic harem." I can't imagine they'd believe you called them that :P
Congratulations Sherlockkat. Well done!
Spoiler (click to show/hide)
Well I am happy for this to become an enduring Cogmind mystery :PSpoiler (click to show/hide)
Hmm. Theory question.If that happens then you're stuffed ;DSpoiler: Beware, question regarding endgame/-1/access (click to show/hide)
but K nerfed it in Alpha 6From your point of view it was a nerf; from mine it was correcting a mistake since it was intended to work as it does now :P (thank you for finding it)
From your point of view it was a nerf; from mine it was correcting a mistake since it was intended to work as it does now :P (thank you for finding it)Maybe I found it and 'reported' it, but not before
Maybe I found it and 'reported' it, but not beforeOh I know, and that's fine; and what alpha's all about :). You should've seen the crazy stuff people were doing with Alpha 1 before I had properly restricted the fabrication system. Imagine traveling with dozens of Hunter allies ::)Spoiler (click to show/hide)
I whipped it out after I had entombed myself trying to do some renovation work on access. In my defense, my original game plan was to actually reach the back-exit and rely on the fact that I was very, very powerful hacker (look at my peak state) to carry me through.The hacking would've worked, yeah. And even though that launcher's powerful, next time check its matter consumption and you'll realize you wouldn't have been firing it at everything you see, anyway ;)