Grid Sage Forums
- May 05, 2024, 09:06:26 AM
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Weapon accuracy shows -10? when it should presumably show +10 for size.The -10 you see listed out by the weapon when firing is not size-related, but appears because you have some system corruption, which can reduce your accuracy. This is also why it has a '?' beside it, because it may not actually take effect (only a chance, but it's there to remind you of that possibility). Any modifiers listed beside weapons in targeting mode are weapon-specific, so you won't see anything related to the target there.
Analysis info shows +0% to hit when it should be +5%.Yep, that one's definitely a mistake on my part, thanks! Internally the output string assumed it was an integer, when the value is actually represented as a float, 0.05%, so it was rounded to 0 for display xD
> Devised a strategy of avoiding major "highways" that made me feel like a genius (premature no doubt). And it worked like a charm.This here can be really important for survival. Bottleneck/highway areas (I usually refer to them as "thoroughfares") can be extremely dangerous because multiple patrols can happen through while you're already in the middle of combat.
> I got stuck later on with trying to add a bigger inventory slot thing and it would not automatically fit into the other slots like the weapons, propulsion and utilities did automatically by drop&drag (I already looked at the sea of keyboard commands and mentally tagged "for later..."!) I know having a bunch of storage for replacing burnt out bits is going to be vital, so this was a bit annoying wondering what to do...You mean a Storage Unit? Those are just utilities (as labeled) and you attach them in the same way as other items. Were you trying to drag it to your inventory space or something? Not sure what you're describing here, but if you just attach storage to your utility slot you'll expand your inventory which will help.
> The intel on enemy robots hostile status or otherwise is v useful. However it was not clear to me if the scouts could see me or not and hence if I'd been detected which was something I'd like to be more clear on a first play-through: "vision field?"When they spot you it flashes a '!' on them, and the Scan window in the HUD always shows a red '!' if they can currently see you.
I guess in part these are "learning the roguelike way" tbh. Maybe that is the expectation component on the part of the player to the game design /tutorial component.True. While I could explain everything, I prefer to leave most of it to exploration, and provide only the really important usability info that enables the player to further explore for themselves. Tools, really. All the (listed) hacking features are pretty easy to figure out, so that's definitely one of the areas I left for the player to discover gradually. It's mostly secondary features, anyway, not mechanics you absolutely need to survive (though they become increasingly important as you advance towards the surface, by then you're getting good ).
> So after 2 small sessions the game is already fairly playable and the whole set-up is becoming more familiar and ease of use. Need to work on streamlining the slotting weapons, which is involving plenty of clicks/drops and drags.Sounds good! Cogmind benefits from really only needing to know a handful of things that can be learned in a few minutes, while the rest of the mechanics are many and deep, but you don't need them right away and can learn at your own pace.
Kyzrati, this might help clarify the problem. My terminal output from running the game, with Wine set to use ALSA, is;I don't have any experience with Wine myself, but just from looking at that process right there, it seems to be checking the wrong directory for the Wine libraries (?). It says "Cannot open shared library /usr/lib32/alsa-lib/[filename]" but they are all actually in "/usr/lib32/alsa-lib/smixer/[filename]" (unless one can be sure it's also checking all subdirs, which is certainly possible). Just a thought.
I'm not fond of the "drone swarm". If you can do a drone swarm, then drones must be weak enough such that it isn't too powerful. I'd rather have a strong, flexible bay that I utilize continuously, whose integrity I care about rather than a bunch of weak drone bays that I once in awhile stumble upon, use up and never think about again.I wonder if drones might end up being considered too tedious if they were individually better, since unlike a lot of your allies you can control them directly and they also directly share their FOV data.
Aka the "scroll of summon butterflies". It took me awhile to realize I absolutely do not miss the one off consumables that are in every other roguelike. Get out of danger free cards. Are alien artifacts the only other consumables? I say keep them that way. Especially due to the fact that they can be fabricated.Alien artifacts (and a few other uncommon/special items) are the consumables, yes. As described before on the blog, for the most part consumables were intentionally excluded from regular play. (At the same time, one could say that almost all of your parts are "consumable" )
1) The drones can never be recoveredSure they can, just issue a return order and they fly back and back into your drone bay, repairing them to full health if damaged and allowing you to store them in your inventory for later.
Is it actually possible to fight your way past -3 or so? By that I mean has anyone actually won a game where it was largely a combat build past that point?Sure, I did it in every single one of my wins on stream (as have pretty much all the other winning combat runs by others). That's where the points are--dismantling whole armies . You don't have to, though. Using hacking and intel to your advantage to minimize contact, even as a combat build, will make survival easier. (And of course beginning next release you'll have some new alternative routes through Research, too!)
I wonder if you considered changing the cogminds size depending on how much stuff it has accumulated and assimilated: A full mecha-type standing 10 metres+ high carrying tons of "back-up" to a sleek little drone the size of a small motorbike and represented that in the little "c" to a big "C" or or similar in the tileset depiction?I did imagine it before, yes, but it couldn't be up for serious consideration since such a mechanic would have a disproportionately large impact on the gameplay. You'd no longer fit through most doorways, or any of the many narrow corridors. Would be fun, but more appropriate for a smaller game where that is almost the core mechanic.