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91
on: April 13, 2024, 09:44:50 AM
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Started by R-26 Lightspeed - Last post by R-26 Lightspeed | ||
Makes sense. I would've thought that part of the description would mean the slot could under such circumstances be refilled before it disappeared and not lost.
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92
Cogmind / Fixed Bugs & Non-Bugs / Re: [Beta 13] Propulsion Burnouts scoresheet entry refers to parts lost that way
on: April 13, 2024, 06:39:42 AM
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Started by R-26 Lightspeed - Last post by Kyzrati | ||
More specifically to the point, it would need a different name entirely because the actual "burnout" as recorded is the named event that is reflected in the message log when that occurs. Don't really want to introduce another term, though.
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93
Cogmind / Fixed Bugs & Non-Bugs / Re: [Beta 13] Propulsion Burnouts scoresheet entry refers to parts lost that way
on: April 13, 2024, 06:36:31 AM
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Started by R-26 Lightspeed - Last post by Kyzrati | ||
Yep, that is exactly what it records, the number of propulsion actually lost to it, not integrity damage. It could potentially be switched, since actual complete burnouts are quite rare, but it's not a bug and not yet on my list (we were actually having this discussion earlier this week).
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94
Cogmind / Fixed Bugs & Non-Bugs / Re: [Beta 13] Scrap Engine weapon doesn't have newly added critical effect
on: April 13, 2024, 06:33:38 AM
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Started by R-26 Lightspeed - Last post by Kyzrati | ||
Yeah that's a possibility, this is normal behavior. As you might be familiar "Burn" is a special critical that specifically requires Heat Transfer to operate, but your weapon currently has no base heat transfer capability at all, so the critical will not show since it doesn't currently apply. Technically it has that chance after the modification, but it won't show.
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95
Cogmind / Fixed Bugs & Non-Bugs / Re: [Beta 13] Propulsion Burnouts scoresheet entry refers to parts lost that way
on: April 13, 2024, 02:36:50 AM
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Started by R-26 Lightspeed - Last post by R-26 Lightspeed | ||
Oh, i should probably link to relevant scoresheets.
With 207 overloaded moves but no burnout : https://cogmind-api.gridsagegames.com/scoresheets/J4TTp7kEzZzh5e6H With 34 overloaded moves, and 1 burnout count : https://cogmind-api.gridsagegames.com/scoresheets/uEJvMnwyA9RZLvJac |
96
on: April 13, 2024, 12:49:34 AM
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Started by Jiyva - Last post by CaptainWinky | ||
![]() The bad ones are really bad but the good ones can be lifesavers. |
97
on: April 13, 2024, 12:29:56 AM
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Started by R-26 Lightspeed - Last post by Kyzrati | ||
Yes very specifically the Storage Unit swapping rules were actually changed for a short period during Beta 13 development to make sure that doesn't happen, but it actually lead to even more problems for players, so was switched back
![]() Specifically with Storage Units you're going to have to be more specifically aware of which ones you want to keep, and do this manually rather than relying on the automated system if it won't suit your needs. But making a special exception for those does lead to even more issues for the majority of players in the majority of situations, as we discovered through actual experience with the alternatives earlier this year in testing. There won't be warnings added for this particular feature, you'll have to swap manually if you don't want automated behavior, which has very few rules and is quite consistent for the very reason that it's easy to predict what will happen if you let the automated system do its thing. (The system is getting expanded even further in Beta 14 to allow manual ground-attached swapping when the automated system will otherwise do nothing, but that's a different issue.) |
98
on: April 13, 2024, 12:24:02 AM
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Started by R-26 Lightspeed - Last post by Kyzrati | ||
Yeah that's not a bug, just the way things are. SE can create things in temp slots, but you're going to lose them all the same when the slot is gone, but as described on the part, sometimes a temp slot may require an extra bit of time before it really disappears because it's no longer supported. Best to just keep SE off if you're about to have an unstable situation, so that it doesn't produce anything under poor circumstances, or keep going and have it build something else after the fact... Temp slots are unstable by their nature.
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99
Cogmind / Fixed Bugs & Non-Bugs / [Beta 13] Propulsion Burnouts scoresheet entry refers to parts lost that way
on: April 12, 2024, 12:17:22 PM
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Started by R-26 Lightspeed - Last post by R-26 Lightspeed | ||
Maybe it's intentional, but just in case, the "Propulsion Burnouts" scoresheet entry seems like it counts the number of parts destroyed due to burnout, even though it feels like it should count the amount of times burnout took out integrity from propulsion units.
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100
on: April 12, 2024, 12:10:04 PM
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Started by R-26 Lightspeed - Last post by R-26 Lightspeed | ||
That's a surprise to me! That run, my first W++, had just about the worst seed (FluxMiningMachine) i ever encountered in terms of prototype/AA stashes and other random run-changing stuff from branches. I also made several pretty big mistakes that affected the extended game portion of my run, and bad luck with the layout of the second-to-last area.
And i still won, with exactly 400 core integrity left and 3% core exposure. The only time my build started falling apart was right after getting the second +, and even if it had started to fall apart sooner i'd have managed to get said +. Here's every part where i had bad luck from the seed FluxMiningMachine and the few parts where i had good luck (Spoilers for extended game and a lot of branches) : Spoiler (click to show/hide) |