Grid Sage Forums
- May 10, 2024, 02:25:44 AM
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* After discovering a secret hack through lore like trojans, maybe list that hack in all terminals with that player profile afterwards.This is planned, though not in this way. It will be a separate console you open. It's just low priority right now because the current system works and this will be a lot of work.
* Operators can be abused quite thoroughly (see https://youtu.be/SzLc5l15RpA?t=719) but maybe this is OK as it's tactical and not always possible.Yeah, I wouldn't worry about that yet.
* Running using shift probably shouldn't keep going through doors (and ideally should stop at 45 degrees to doorways, machines and wall edges to allow for diagonal movement, and also should stop at items if it doesn't already).Run movement isn't fully implemented yet, though it got pushed down rather far on the list after the initial implementation. Thanks for bringing it up, since I hadn't yet collected any opinions on what players want it to do (all it said in my notes is to collect opinions ).
* I can't help but think that there ought to be another way to get to exits with sentries camping on them without fighting them and without doing a weird dance to get them to notice you and walk off the exit.I can think of about 4-5 other methods that already exist
* The best flight units are still an early-game prototype!Huh, we'll definitely be fixing that before long then, especially now that fabrication is coming up! It's tough to balance them into the movement system with everything else--not enough room for common vs. prototype flexibility with respect to flying :/
* I swear heat sinks and coolers don't spawn often enough late-game, but it could be the result of a really small sample size.Right. That would be the item distribution trends which involve more and more items as you get closer to the surface, meaning a relative reduction in the chance of finding dissipation-related parts. In the latter half of the game the best way to acquire them is to fight, since as you know most combat robots carry them and tend to drop them by the dozen . But then, as a speed runner you'd be trying to avoid those situations...
* I found a weird sentry which was camping beside an exit instead of on top of it (see https://youtu.be/SzLc5l15RpA?t=6501).Did it worry you? . I can think of one situation where that's possible--sometimes guarding units will permanently relocate themselves if they leave their original position for some reason and come back to find it blocked.
* Still getting a noticeable pause when making my first move on a new floor in Factory onwards.I noticed that a lot in my most recent runs, too! It was definitely gone for a while after I optimized it, and now it's more or less back to what it was. Damn :/. I'll have to look into that again and see what's up... The last optimization isn't guaranteed to always resolve the issue, but it generally helped a lot more frequently than what we're seeing now.
* Recycling machine hacks seem overly difficult for the reward.Maybe. The idea there was that only dedicated hacking builds should be able to benefit from them, and a 30% hacking bonus at a tier 1 Recycling Unit pretty much guarantees that you'll be able to get all the parts inside (50% chance per hack), which isn't too bad. But seeing as you can't control what they are, and they're likely messed up anyway, yeah I'll up the base chances.
The adv signal interpeter got nerfed. You need the exp signal interpreter to see the late game hunters. It's the reason I find myself relying on optical arrays more and more.It wasn't technically a nerf--all the Hunters just got a boost to their sensor cloaking ability, and I added the Experimental version of the interpreter as a way to still detect the late-game Hunters. This was to put all of the Hunters slightly ahead of the interpreter curve, and more importantly make late-game Hunters require a more rare interpreter, one that you can't get from Watchers. The aim was to make the late game a little tougher for speed runners who can otherwise avoid most everything by simply acquiring interpreters from Watchers. Now you can't be so sure
Edit: Oops, just noticed this is specifically a 'spoiler-free' thread, and there is a more interesting spoilery one right next door. If I need to axe any of this post please let me know!I was going to suggest you spoiler tag that entire post, actually . Keep an eye on the thread title--this is the one where we can talk about mechanics, meta stuff, obvious/common things everyone knows about, etc.
I had a tumble with the special guards in the Hub. Their EM gun is crappy when you wield it, but it's potent in enemy hands.I think you're underestimating it, at least if you're expecting to use it against the Lightning squads.
Decker rammed him, which counts as an attack rather than a standard move, so when he stopped in the target location it didn't know to trigger the conduit link (which happens on a regular move). That's something I need to fix, so that it always works on ramming, too. In the current build, if you ram the Miner you may have to step away and back again for it to link up. (But sometimes it does work now, even via ramming, because he's up against a wall and ramming him may fail to push into his location, so he flees while you're still standing in front rather than on that location. Anyway, I'll get it to work in all scenarios.)QuoteI made a detour to visit Data Miner. Sherlockkat had mentioned that you could access the data stream by standing in Data Miner's spot. I bumped into him to shoo him away, then I stood two turns in his spot. Nothing happened. Then the guards shot the machinery. Drat. They nearly got me, too. I only had 57 HP upon entering the proximity caves. I survived with flight units.
That's weird. I have done it several times and it has always worked for me. The only difference that I can spot is that I always use a weapon against the data-miner. Usually a melee weapon so that I don't damage the machinery by accident.
(edit: Hmm.I must have been spotted coz the score-sheet says I exited with 99% of my core. Funny thing is that I don't remember getting shot at by anything.).Maybe you weren't hit--still haven't figured out what causes that percentage to sometimes spike over 100, and maybe if it can go over 100 it can also be off in other ways. That's a strange one, but I'll be overhauling the score sheet system eventually anyway, so I'll solve that one later.
A suggestion : Cogmind runs can feel very impersonal as the build is always in flux. Allowing us to assign a name to our LRC-V3s separate from our player tags might be nice.For what purpose are you thinking? Just to show up on your score sheet or what? And the leaderboards would use what name? The player name, no? (Side note: Your suggestion has given me an interesting idea that could tie into parts of the lore you haven't seen yet...)
ii) Mini drone bays!! A single slot utility with a mass of 4 and can store up to 4 drones. I love this utility. Too bad K is nerfing it in the next release. @Kyzrati : I hope you rethink the decision to keep the drone bays attached in order for it to function. I think just reducing the drone count is sufficient. So much of their utility is derived from a well-timed drone launch. They don't carry you to victory.Well, all I'm doing to it is dropping the Mini bay from 4 to 3 drones. That's the only drone-related change. I was only thinking about going further than that, but we'll first see what happens once players can build them more easily...
iv) @Kyzrati : The new access shell behavior is a welcome change. It felt nice knowing that I don't have to worry about finding weapons that can bust through the shell.(warning: on my own winning seed run last week I hacked through the door but for some reason the shell didn't automatically react for me... I have no idea why it didn't trigger, so apparently it's sometimes, um, "broken" )
I've tried using 'explore', but they really don't seem to make intelligent choices... They double back into firefights all the time.Their algorithm simply takes them to the absolute nearest unknown destination, which is defined at a single cell level, so if/once they hit dead end rooms or corridors they'll naturally double back to take another path to next nearest destination--basically the same way you yourself have to explore if you want to reveal everything, only they'll do it for you
Re Lore: Aaah. A fellow lore nerd.biomatter is the one entering all the lore into the wiki . But he's only recently rejoined us after missing all the lore branch expansions, so there's a lot to learn that he hasn't seen before.
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Ah, the mystery is solved. I wasn't able to figure out what you could've done at that point in your story. Wow, that's cheap (okay, clever)Wow, nice comeback build. Currently underpowered for a combat run, though, with only two weapon slots. Did you take the first Extension detour to build yourself up? Where'd you get all that stuff?All from Transporters carrying stuff back and forth, plus a couple other miscellaneous bots. =D I spent a looooong time (EDIT: ~800 turns) just camping there and killing passerby. I had a transmission jammer to stop the Watchers or anyone else from calling for help. MUHAHAHA
Actually K, one very minor thing I'd suggest is for the scoresheet to be wider so that information could be shown with fewer lines. I'm thinking of the DCSS scoresheet for instance (example: https://crawl.project357.org/morgue/zzxc/morgue-zzxc-20160408-120639.txt)Yep, it's planned!
I'd like it if you paused for 1 full regular turn unless something 'happened' (like an enemy coming into view) before that full turn has passed. So if the time is 0, you wait a full turn to 1, then an arc shows up on 1.2, the second wait stops at 1.2. No roguelike has this afaik but I think it would be immensely useful.Ah yeah, we talked about that before as "tactical overwatch." It's been on the list for a long time, just pretty far down and I haven't gotten to it. Thanks for bringing it up--I've merged my notes and moved it up.
- Hey, new personal best score! Has the scoring system been adjusted, by any chance? Scores seem to be able to get higher now than the once did. (EDIT: I got 4k more score than my winning run in less than 2/3s as many turns, while evolving one less time and not getting the 2k bonus from winning)Congratulations . There are some ways to get bonus points now, which you can see listed towards the beginning of the score sheet, but in general the scoring system wasn't changed, no. You just caused a lot of mayhem is all
(Unrelated note) It would be nice to reduce the pause delay to something shorter (from 100 to 50 maybe). Currently there's no way to safely wait for an ARC (speed 80 IIRC) to turn a corner to one-shot it with EM. It might move twice before you do.That's an interesting idea, to just shorten the wait time to half a turn. Or maybe reduce it even further to a quarter turn, but require a command modifier (Shift-KP5, for example) to do a partial-turn wait instead of a full turn. This would also likely require showing the current turn number as a decimal value...
They spawn less frequently when you destroy garrisons. Every time you destroy a garrison, they spawn 25% less frequently. If I understand correctly, that means that destroying two garrisons should reduce the spawn rate by 0.75*0.75. Correct?While it does stack, it's not a percentage change, just a flat increase in the delay. So technically that results in diminishing returns, a 30% increase for the first, 23% increase for the second, etc.
They get me most of the time. You were spoiled with your utility loadout though. If I find one advanced targeting computer I consider myself lucky.I think you have a problem with salvage due to what you're using against your targets. Fighting Hunters can be such an easy way to get targeting computers that I always have as many as I want.
I meant to put a note in my post regarding ARC speed, but I forgot. Those guys move faster than I anticipated when I first started playing again. I assume they're on treads? (I always forget to look, and I haven't had any success trying to kill one) What's up with they're speed? I don't know if their speed is 80, but I'm pretty sure it's <120.Yep, wheels. They were always intended to be fast (since the idea is that they can also deliver legged and tracked robots to a target more quickly than along).
Not-EDIT: according to the wiki, they use wheels and have a speed of 95, but that is likely pre-propulsion rebalance. Wheels got a speed buff in the propulsion rebalance, right? Maybe that's why they're so fast now.
Another thing: has anyone actually had success trying to one-shot ARCs before they dump units on your face?*raises hand* But yeah, it's hard. I mentioned doing that in my last seed run report, towards the end of the game with nice targeting gear, core analyzers, and kinetic weapons--basically critical strikes on their core are your best bet from my experience.
Oh, and possibly a built-in Visual Processing Unit, because they can see farther than any other robot, and I really hope their scanner doesn't extend that far!Nah, Hunters only have a sight range equal to your own unmodified range. They can shoot through walls though, yup. They're aggressive like that, but you can sometimes use it against them.
I heard that the break faster the more overweight you are? I was trapped for another 18 turns or so, with the Swarmers hot on my tail... lets try it.Oops, you remembered the opposite . You want to be less overweight--the more "surplus" propulsion you have the more force you can muster and the faster you'll escape. So technically in a hurry you'd need to do things like drop parts, stash stuff in inventory, equip any extra support-boosting utilities, overload any flight units that support it, etc. (Or if you have a Stasis Canceller you'd have less to worry about!) (Or you could shoot yourself with a launcher and blast the trap out of the ground )
Annnnnd that's where I am now. Any help, guys? xD This run has been absolutely hilarious and I've love to keep it going. Is past the Behemoths the only way out? I've attached a screenshot of my current status.Wow, nice comeback build. Currently underpowered for a combat run, though, with only two weapon slots. Did you take the first Extension detour to build yourself up? Where'd you get all that stuff?
Conversely, it's frustrating when a robot shoots at you and you can't shoot back. From the player's perspective, it looks like a UI quirk. There's no way to tell in advance whether you'll be able to shoot at a robot that's coming around the corner.Yeah, part of the reason would be that not all robots occupy the same amount of space within their cell. It's also due to the way valid line-of-fire origins and targets are positioned. The world is more detailed than what you're shown, so it's not possible to perfectly reconcile what the player sees and what's actually there, since the grid is coarser than reality.
Behemoths could use a buff, especially the ones in Access. I think one of the best buff you could give them is to make the targetting LOS symmetrical. Currently, it's too easy to shoot at a behemoth that can't shoot back at you.I might be able to deal with this, though. I'll have to explore it more, but my guess is they're defaulting to firing from the closest part of themselves to you, which might be blocked while another part of themselves is not. In the end, though, given the right terrain it will probably still be possible to get shots in without much worry, part of the problem with a giant robot in confined spaces :/