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BXP_Godgib
Sorry to hear that... Are you winning or losing the games? There will probably be a data reset before 1.0. But, we'll do something to juice the folks who have already played. We'll make some cost tweaks for the next update as a stop-gap (should be better for sure), but the real fix will be that new loot system.
The game is definitely setup for multiplayer right now. The AI isn't particularly good ATM, etc. We do have a new loot system going in that should address a lot of this concern. It'll be in the update after the next one. The campaign (which really won't be in much until the 1.0 release) will also help with getting you plenty of gear as you play through that.
Hotfix for this should be out. Note: this is NOT the bigger update I've been referencing recently.
[quote who="darkstar287" reply="9" id="3557241"] Also , I have been curious what is the "bounty" on a player? Does the amount of times your servos die and ccome bback count against you or help you opponent? [/quote] Bounty doesn't really do anything anymore. It'll be getting taken out.
[quote who="Dracohouston" reply="3" id="3557099"] On the mission where you don't have a dropship my mech wouldn't get selected with 1 or z and had to be clicked on or drag boxed to be selected. The UI complained that '[mech name] requires a dropship' [/quote] That should also be fixed in next update.
[quote quoting="post"] 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. [/quote] The next update has quite a bit of that changed around. Not necessarily to fix this issue, but it happens to do that, as well.
[quote who="rhrmn" reply="12" id="3557036"] With launch on Steam early access, will items continue to be added to the vault for founders? [/quote] There will still be stuff, yes.
[quote who="Dracohouston" reply="2" id="3556990"] Does it going early access mean we can post vids finally? [/quote] Yup, post away.
[quote quoting="post"] I have 3 monitors when the mouse strays into one of the other two.... Please fix soon, I'd love to play this game I paid for on steam. [/quote] Are you in a window or full screen? If you're not in full screen, hit ALT-ENTER. The UI may be foobar after that. If so, quit and restart. Better resolution code coming in next update.
[quote who="inveigle-" reply="7" id="3556799"] Hello all, this looks like it's shaping up to be a fine RTS. I just found out about this game today. Does the early access come with special parts for the servos since we are purchasing it early or was that only for early, early access? [/quote] Founders get a pack of special parts. Early access folks get a diff pack of special parts (well, technically, founders get both).
Doh. Yeah, we need to get those posted.
[quote who="eviator" reply="4" id="3556761"] Did the founder's alpha have music? Cause I'm digging the main screen tunes. [/quote] I don't recall when that went in, but thanks for the feedback. We like that one, too. Ingame still "in progress".
[quote who="eviator" reply="2" id="3556740"] Wow, I just barely made founder...just got it last week. Is the Early Access version updated from the latest founder alpha? [/quote] Yes, it is different/new/better. We're shooting for an aggressive update schedule, so the next one isn't too far away, either.
You've probably seen that we're live in Early Access now. Just wanted to drop a note here to say thanks to everyone for all the feedback so far! It's been invaluable in helping us change/cut/add/tweak/prioritize things. Oh, and when you update, you'll get reset (as we've moved to the real servers now). You will lose the Founder parts until the next update (as we're converting the way those work). But, you will get those parts back for s
Those options (at least rough versions of them) should be in the update after next. Working on some of the bugs with that *right now*, in fact.
[quote who="Dracohouston" reply="16" id="3555510"] I didn't really connect 'trample' with unmitigated damage to servos, but that's just me. Is the trample damage included in the base damage number displayed or is the total raw damage of something base damage + trample, with only the base damage subject to things like armour? [/quote] Other games use trample for a similar feature, open to better names, of course. If we show 30 damage, 10 trample,
[quote who="Dracohouston" reply="14" id="3554957"] While you're explaining stuff, how powerful is a point of elemental/regular armour? I saw some tough servos in play with devs night some good potential there. [/quote] Armor reduces incoming damage by the armor amount, but trample damage will always go through (and most everything has at least one point of trample). As a result, armor is good at the lower damage, higher freq stuff. But, it's not going to h
[quote who="wondible" reply="10" id="3554466"] Winter's Grip says it has a post cooldown, but I can rapid-fire switch between targets, keeping them all frozen. [/quote] I believe all of the post-cooldowns were broken in your build. Fixed now;)
[quote who="Skoolbus" reply="8" id="3545277"] Yeah, the % resists are actually far more useful than the numbers would make you believe. I put a 10% stun resist cpu on one of my servos and it means that it now doesn't spend the entirety of waves 7/8 of Co-Op stunned by the royal kraxxes. As for a better word, I consider it a negate effect instead of a resist. [/quote] Yeah, we tried out 'negate'. It's such a strong word, though, that peop
[quote who="Dracohouston" reply="16" id="3554492"] It just feels like the turrets are a waste of bloom, massed up they can make an area temporarily dangerous but you have to spend so much bloom that any time someone does it I just tech up and roll over them. If they put down 4 turrets that's 1000 bloom they didn't spend teching up or on a movable army. Too much opportunity cost IMO, and because they don't stay useful long term the upgrades that might have brought them up to u
[quote who="Dracohouston" reply="3" id="3554485"] BTW, are there any plans for a post release map editor? Would be cool to be able to make weird maps, even if we didn't get rewards for playing them. [/quote] Yeah, we'd have to not give rewards there in official multiplayer. It's something we can/will look at, but it'll definitely have to be post-launch. We just don't have enough folks to add that prior. So, right now, it's in the wishlist hopp
[quote who="Matrix_GD" reply="2" id="3554478"] When you look at ideas and/or layouts for new maps, what is your process? Like what sort of goals or guidelines do you set for each map? Like the Creep Rock City map, awesome idea to buying the bloom-spawn. What was the design process for that map? [/quote] Our process is really driven by an idea someone has. CRC is my map. For that one, I just did the standard thing of "let's have yo
The plan is to have some fun pilot VO. Their powers will certainly play a big part there. We just started a rework of the chat history to wind it together with the dialogue system (as in talking, not popups). That'll help announce things, as well. On the OP, yes, we want powers to feel like that when you rank up. It is a little chicken/egg as you point out. Hard to spend time on stuff we're not sure that we are keeping, but we will be getting better stuff in over time.
Nice. We are absolutely looking for/interested in more map ideas. At any point in time, we have 3 or 4 maps in test (maybe 1 out of 3 is good enough). More ideas would be great.