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Messages - Valguris

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126
Given that there even exists a ranged slashing gun, perhaps it would be better if damage modifiers applied if weapon type matched, rather than damage type?
Particle chargers say they increase damage for energy guns and cannons. In the current implementation I guess this excludes Phasic and Entropic guns and cannons. Does it include EM launchers?

127
Quote
Melee Attacks              17
  Impact                   0
  Slashing                 0
  Piercing                 0
  Sneak Attacks            0
  Follow-up Attacks        0

I think Entropic category should show up here if someone used entropic melee weapons, just like with ranged category.

128
Reinforced walls at -1/Access and -1/Command show 70 armor and 50% resistance to EM and AOE. Sometimes I couldn't break them with vortex lance (60-100 damage with +79% speed+momentum modifier, which gives minimum damage of ~108) and never with an overloaded Cld. Nova Cannon (80-90 damage).

129
Bugs / Re: [beta 4.0] Game crashed upon quitting.
« on: December 22, 2017, 03:29:10 AM »
I do not have any crash log unfortunately.

You must be looking at "crash" caused by me killing game process to exit frozen game due to robot info windows ("Cogmind unresponsive to input." bug report). Timestamp checks out.

130
Bugs / Re: [beta 4.0] Game crashed upon quitting.
« on: December 21, 2017, 05:36:28 PM »
It was Valguris-171221-211456-0-53210.txt

131
Bugs / [beta 4.0] Game crashed upon quitting.
« on: December 21, 2017, 01:16:57 PM »
I died. Score screen appeared. I clicked quit and game crashed instead of closing normally.

132
Oh, I just managed to reproduce it! Clicked on Troll, clicked on Traits, then, without prior closing, clicked on Titan and chose Analyses. Going the other way around works too: Analysis of 1 bot -> Traits of another.

Further testing shows that bug is caused by not exiting Analyses/Traits and going straight to info window of another bot.

133
I clicked ANALYSIS button on a broken titan at Zh. It didn't show analysis. Now game is unresponsive to all input. Except mouse movements and mouse highlighting things to click, but clicking does nothing, nor do keyboard commands.

134
Fixed Bugs & Non-Bugs / [beta 4.0] Exit identified for no reason.
« on: December 18, 2017, 05:35:19 AM »
As soon as I entered Materials -9, a Derelict Log I got from mines uncovered 2 zones. One of the zones had an exit. It was immediately identified as a Materials exit. The only other Derelict Log I found provided me with a recycling entrance. I had no Signal Interpreters this run. I'm attaching logs of what happened in the mines, in case I missed something.

135
Fixed Bugs & Non-Bugs / [beta 3.1] Vortex Cannon + Particle Accelerator
« on: December 17, 2017, 04:15:44 PM »
I've tried a Vortex Cannon (60-80 EN damage) with Particle Acceleractor (going up to 78-104 damage) against an 80 armor sealed door and I couldn't destroy it in multiple shots. Vortex Cannons are labeled as energy cannons, and sealed doors shouldn't resist EN damage.

136
Fixed Bugs & Non-Bugs / [beta 3.1] Scoresheet doesn't show Zh kill.
« on: December 17, 2017, 03:39:12 PM »
I destroyed Zhirov at his home before he could escape. Scoresheet doesn't show it in "Major NPCs Destroyed" (nor in "Bonus Breakdown"). I attach the relevant scoresheet and game log.

17059_ Zhirov: "But who will finish my work..."
17059_ Zhirov destroyed.

137
Fixed Bugs & Non-Bugs / [beta 3.1] game crash
« on: December 15, 2017, 02:56:04 PM »
I was waiting at -2 with
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Nothing else comes to mind. I'm attaching the crash log.

138
Ideas / Re: Steam Achievement Ideas
« on: December 05, 2017, 06:25:43 AM »
Necroing this thread, because it's relevant now.

A few of mine:

(I'm far from getting all lore and all gallery, but from what people are saying on discord these names should be appropriate)

This is interesting Acquire 25% lore collection.
I think I know what's going on Acquire 50% lore collection.
I was wrong! Acquire 75% lore collection.
I wish there was more Acquire 100% lore collection.
Catch 'em all Acquire 100% gallery colleciton.

(There probably should be an achievement for winning on any difficulty level, but there probably should be one for winning at normal level too! But I'm not a fan of splitting more achievements for different difficulty levels.)

That wasn't easy at all! Win on easiest or higher difficulty.
Harder than expected Win on easy or higher difficulty.
Survived the Complex Win on normal difficulty.

(Some achievements can encourage players to try different playstyles/builds/items... and maybe learn about some mechanics like corrupting enemies, which you might not realize without reading the long manual)

I Have No Mouth, and I Must Scream Jam 10 distress signals in one playthrough.
418: I'm a teapot Use EM weapons to terminally corrupt 10 hostiles in one run. (required more than 1 to make players see how it works -- I believe 1 kill can be made accidentaly and therefore such players may miss completely on the idea of bypassing armor via corruption)
Hot girl! Melt 10 components off hostiles in one run. (melting is currently way harder than corrupting, so 10 kills would be too much)

(other)

The most popular achievement Get terminated. (pointing out that it is the most popular achievement might make players not feel so bad about dieing)
404: Not found Get at least 20% system corruption.
Redshirts Terminate 10000 grunts across any number of playthroughs. (I guess this one is going to be long done by the time you get 100% lore collection anyway)

Quote
That was an Accident I Swear: Destroy 10 or more machines in a single turn.(chain reaction explosion, non interactive + interactive)
I love this one. I think everyone had this moment when they accidentaly blew up  an array of reactors and were like "Oh sh*t! The Complex is going to be pissed!". And then steam would show "That was an Accident I Swear" in the corner... :D

139
at most every 15 turns

So that's why the first few corruption % make a huge difference, while later ones do not! 1% corruption would mean ~once in 115 turns. 2% -> ~65 turns... 10% -> once in ~25 turns. 20% -> once in ~20 turns. 99% -> once in ~15 turns. There's barely any difference between 10% corruption and 99% corruption. But there is a huge difference in the first few corruption %.

Perhaps higher corruption should allow for more common occurences of side effects? Change the formula for minimum number of turns between corruption effects or remove this threshold altogether. I want to feel my 40% corruption actually be a problem rather than an annoyance. :P

140
System Restoration Modules are good enough already, but changing the effects of System Guards (12% chance to ignore a corruption effect) or adding new utilities that help us deal with corruption would be nice. Restoring lost intel is one idea. I thought about reducing effective corruption, i.e. item that reduces effective corruption by 5% would make 6% corruption be only as harmful as 1%, while any corruption of 5% or lower be harmless... as long as you spend a utility slot for it.

I, too, did not realise that 'data loss' can mean something other than parts ID loss.

141
Fixed Bugs & Non-Bugs / [Beta 3.1] Incorrect bonus score from ZDC
« on: November 30, 2017, 10:47:18 AM »
in scoresheet:
Spoiler (click to show/hide)

I have destroyed many tiles of Golem Chamber in this game -- in the game log I found 14 events like this:
Spoiler (click to show/hide)
It appears that each TILE of Golem chamber destroyed gives 500 score + I got 1500 more score somehow? (maybe I didn't witness 3 Golem Units spawning and that's why they aren't in my log)

142
Fixed Bugs & Non-Bugs / [Beta 3.1] 25 network hubs destroyed.
« on: November 30, 2017, 10:03:43 AM »
In one of my games in Hub_04 I've got a lot of messages regarding network defenses and my scoresheet shows 25 network hubs destroyed (and awarded 25*200 points for that). Later terminals showed that network defenses fell to 96% rather than 80%. Below is the relevant part of game log.

Spoiler (click to show/hide)

I did not see a hub being destroyed, but I can think of 2 ways this could happen:
1) some penetrating weapon of myself/my allies/0b10's defenders hit a network hub through a wall or
2) I left an ally near a network hub, so that the next patrol passing by him will hopefully destabilize a hub (and everything went according to the plan?)

There were no AOE weapons used to my knowledge. (my uneducated guess is that it counted each destroyed tile of a hub as a separate hub destruction event)

143
This was my most corrupted run ever:

Highest Corruption         43
  Average Corruption       13
  Corruption Purged        54

Somehow on every factory level and above I managed to get ~15% corruption early in the level: assembled with melee weapons spawning on top of me, wastes with EMPs or just programmers rolling high on corruption chance :/ I didn't find ANY System Backup Modules until -4, where one of the branches had a stock of live operators. So I performed some surgery. I am bad at surgery. Still, I didn't stop until I got 4 system backup modules and then I wore them ALL. At least in this peaceful branch :) Oh, as a measure of how corrupted my systems were, at some point I remembered only 350 part IDs. Though that number must've dropped even further by the end of the game.

I was trying a combat run and this time I was far more successful than usual. I found some nice hackware, so I wanted to find exits via hacking. I guess my mistake was sticking to these hackware utilities while I had ~20% system corruption. I should've just destroyed them, put better utilities in their place and roll through the main halls faster. I also wasted slots on sensor arrays and signal interpreters. On treads I was too slow to just go around the enemies, or utilize these parts in a relevant way.

There was also an episode (well, more like a feature-length movie) of hover melee combat. It was started by finding a fabricator with preloaded Cmb. Gravmag System, where I managed to fab them twice (resulting in 4 Cmb. Gravmags), in a low factory level (I think -7?). Then I found a nice stash of melee weapons + a few prototypes, all of this while running low on the projectile weapons. So I finished factory level with this build and went through entire caves routine, changing only once I got to the factory again.

I was hoping to get into a lot of branches, but I had very little luck with that. I actually found a lot of main exits, but still roamed the levels in search of branches, at least in the factory levels. Found only (given how much effort I put in finding the branches) DM and E. Proxy caves had something I've never seen before:

A large 0b10's base.

Brute forcing my way through the main halls was surprisingly exhausting. Final score:
Spoiler (click to show/hide)

144
General Discussion / Re: Cogmind beta 3 [SPOILER] thread
« on: November 20, 2017, 09:10:10 AM »
Doors don't resist thermal damage. Cooled weapons do double damage while overloaded, right? So pretty much any cooled thermal weapon is capable of blasting through the doors, even without any particle chargers.
There could be some non-cooled cannons that combined with particle chargers are strong enough...
Note that Fortified Walls around the entrance have different resistances. A rank 4 (?) Greatsword is enough to penetrate them on a good roll.

145
Stories / First victory!
« on: November 17, 2017, 10:35:15 AM »
Warning - a pretty spoilery story.

Started a game with an intent of trying full combat run. In the early factory levels I ran out treads and legs and swapped to hover instead (a stash of cmb. airjets was great! These things could actually carry as much as my treads without being overburdened). On the same floor I found Long-ranged Sensor Array and Experimental Signal Interpreter! RIP combat run, now it's a stealth run.

Still factory:
Spoiler (click to show/hide)
I managed to load some high rank grunts (thanks, DM!) into fabricator and get more allies. I'm an idiot. I should've made angels.

One of the factory branches:
Spoiler (click to show/hide)

-3 and above: Soon I found a Reaction Control System (Advanced one!) and got 90%+ evasion thanks to other items mentioned in the spoilers above :P. Enhanced Optical Array encouraged me to try sniping build again and so I did: full kinetic loadout, no need for extra cooling, destroying grunts before they can fire their first shot. Also, hovering makes it easy to reposition and dodge chance greatly cuts the damage done by enemies with high ranged weapons.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Surface! Score:
Spoiler (click to show/hide)

146
Fixed Bugs & Non-Bugs / Crash after robot hacking attempt.
« on: November 05, 2017, 12:18:03 PM »
I tried to hack a robot. I clicked manual hack, so on the right the manual hack codes appeared. Then I cancelled manual hack and proceeded with a normal one. Window with manual codes stayed open after I attempted the hack. I tried to close it by pressing esc and clicking on it -- one of these didn't work, the other must've caused the game to crash. Unfortunately I can't remember which one did what.

There is no crash.log. After the crash I found an option for automatic reporting and turned it on, but apparently running Cogmind to do this reset run.log.

147
Ideas / A list of all Analyses
« on: October 29, 2017, 11:53:13 AM »
I'd like to see a list of all bots I've analysed in the current game, just as I am able to see all parts/robots schematics (maybe put this list in the same status window, next to schematics?). It would be helpful for manual hacking.

(Can't check lore instead, since lore is accumulated over all the runs, while analysis bonuses (+5% targeting and +10% damage bonus) apply only until the end of the run.)

148
Example in the picture: under the Beam Cannon there is one message regarding Beam Cannon shot, followed by two messages regarding Gatling Laser shots. These two Gatling Laser messages should be above Beam Cannon part, in the Gatling Laser part of log.

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