Assets > MapScripts defines the VP totals as well as AI script (Cerius does not set VP, it seems to default tot the map default) Assets > Maps defines a default VP goal that will be used if the script does not define one It looks like scripts are set up for scenarios on a map, but it's not fully baked yet. I had to duplicate both the script and map (Assets > Maps) to make a separate long-long game version appear in the map menu.
wondible
[quote who="BXP_Godgib" reply="2" id="3565209"] The crates are still about "guarantees" (which is also still up for debate). Buying a more expensive crate guarantees you better things, but that doesn't mean a lower quality crate can't give you some of those same things. We'd like a sense of progression there, but if we kneecap the lower crates (e.g. they can't give you the better parts), then you just won't ever want them later on. Interested in feedback
You are almost there. I don't recall if was 900 or 1000, but somewhere around that level. I wasn't overly impressed with the woot crate, but maybe it was just a bad draw.
Finite bloomwells also seem to have made it in. Edit: clicking on a well shows how much is left. Starts at 3000
Goals seem to be clearing normally. In the training missions without a dropship, the servo hotkeys did not work. It said a dropship was required.
[quote who="Dracohouston" reply="3" id="3563230"] Anyone else not got early access racer torso, legs, head? I got the founders again but not EA parts [/quote] Nope. Also, "equipment reset" seems kind of important ;^) I still have the partially complete goals from before, we'll see if they clear now.
[quote who="knodelj" reply="3" id="3562820"] Probably not, but maybe someone could do a post about some of the changes that we shown. [/quote] Reece's ability switched to orbital strike - we saw that last week. In the dev build, he only had two servos, but had the choice of two mercenaries to round out in-game - we saw 'pistol trainer" Darksun coop layout redone. Fewer, closer wells, some remote one-shot canisters. The demo build had fin
[quote who="BXP_Godgib" reply="8" id="3560775"] What did you have in mind? Hangar or Korso? Or both? [/quote] Both. I've definitely wanted it in Korso - once I've got enough of a weapon type to outfit all my servos if I choose, I can sell of the extras; I need an effective way to count and review what I've got in just that category. Filtering in the hanger would be pretty nice as well. For weapons you can sort of do it with suppo
[quote who="BXP_Godgib" reply="1" id="3559421"] Immunitizer drops all debuffs on you when you fire it. So, if you're on fire/corroding/whatever, it'll chuck those and prevent anything else for that time period. In our tests, it's borderline OP. But YMMV. It really depends on who you play. If they're not firing off good uses of specials and combos, then yeah, it's probably less useful. [/quote] I found that either I forgot about it, and when I did remember
Snow refers to the paint job. A frag grenade launcher is just damage, but it should list it's stats. There is a grenade ammo box that (in the previous build) cut the cooldown time of grenade launchers in half, but I thought it had an appropriate description to that effect.
[quote who="BXP_Godgib" reply="15" id="3559210"] Logic would suggest that it will take us a few times to get this right, so send us suggestions;) [/quote] Maybe it's beyond 101, but I'd like to see how you win emerald co-op so often ;^)
I checked twitch for servo, and found one stream. In the last tutorial the player, told to build a bloom mine, dropped in Reese, saw a pick-axe, and used it on the flashing bloom mine ;^) Perhaps Reese shouldn't be the first servo in that mission.
Results mostly followed player level, though of course experience and general strategic awareness are very likely correlated. Perhaps the next PVP night should have a quality cap. I don't know that it's perfectly correlated with power, but it does seem generally so. What is a good number, that would be inclusive of the lower tier players while still allowing a few toys? My online profile is currently 5400, 3063, 2825. The offline profile, which is bas
[quote who="Dracohouston" reply="4" id="3556502"] Thank you everyone that came out to play tonight. Wondible makes cool servo teams. [/quote] I really only have one servo where I've had enough synergy going on to come up with a good name. "Grip of Boom" has a grenade launcher and an ammo pack (give grenade 15 sec cooldown), and two beam fists. Sun Fist can light a target on fire (+50% damage), and Winters Grip can slow those squirrly humans down enough to get
alt+enter Perhaps one of these many posts should be stickied.
Winter's Grip says it has a post cooldown, but I can rapid-fire switch between targets, keeping them all frozen.
[quote who="BXP_Godgib" reply="1" id="3554363"] We actually haven't gotten much feedback on this. Still waiting for more folks to weigh in. [/quote] Whenever I zoom out I want it to go further. I probably need to get better at using groups to move around. I sometimes use the minimap to avoid scrolling around too much, but moving from selecting a unit to the minimap also feels slow. This is especially acute at the start of a game where I'm send
Maybe I'm thinking of the previous build on the damage count.
Given the state of the game this may be premature; I figured you'd like feedback anyway. On shield arms, I feel like blocking damage is an essential feature of a shield, where as the bash - using a defensive item offensively - is more like an advanced ability. The unlocked abilities can be underwhelming. Some of them are factually great - hail mary does a lot of damage, but "just more damage" is a little flat, especially given that the base ability feels more like a crowd
The issue with multiple pilots is that you'll always have certain "best" equipment Unless the late game shifts and specialization matters more than simple power. As far as ranking... whats the competition? ;^) I guess most of the time I have a standard configuration. Beyond experimentation I'm thinking I may need very different builds for coop vs pvp, but that may be partially covered by pilots (except for the first servo thing)
I noticed that humans can reliably dodge volley pods, but no matter which way I turn against the AI, the explosions always appear on top of my units. Does the AI cheat, or am I just one second too slow?
Minor point: I initially read the text as costing 300 bloom - it's a powerful ability after all. Perhaps you could say "to gain", or simply "+300"
Hopefully there will be an in expensive paint option, unless they want people mining crates for matching gear.
Building one the last - are there any plans for saved configs? I was playing around with all-ranged vs all-melee, as then switched back to mixed for the games tonight.
I sometimes miss a capped bloom store. It would be nice if the number would start to animate as it approached max, perhaps developing some bloom growths and waving a few tenticles around.