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Messages - zrn

#1
That is interesting, so what pushed you to make gunslinging 100%? You seemed reserved about it earlier in the thread. Also, you said that cannons were already weaker by comparison, are there plans to buff cannons?
#2
Quote from: Kyzrati on December 07, 2017, 02:53:04 AM
Keyboard mode map-item to map-item comparisons coming next release
If there was a thank button on this forum I would push it. That is really cool.
#3
Fixed Bugs & Non-Bugs / Re: Map ends abruptly
November 18, 2017, 07:41:15 PM
Unfortunately i wasn't able to get the seed, by the time i asked him about it he was already on a new save. Tbh I didn't know that the map ending in blackness was a thing that you could see in normal gameplay by destroying walls, I assumed the map ended with "unnaturally hard rock wall" or something that was immune to damage, I probably should have checked that out before posting this. If i encounter any map gen that generates this situation in the future, i'll post the seed.
#4
Fixed Bugs & Non-Bugs / Map ends abruptly
November 18, 2017, 03:25:47 PM
Was watching someone on twitch, their map just ended in a seemingly glitchy way, I'm not really sure how they managed to produce it though.

https://clips.twitch.tv/DeterminedProductiveBeanTheRinger
#5
Stories / Rockets
October 28, 2017, 09:17:12 PM
One of my better runs... I found a really unique layout of a big room, four corners filled with guns, in the middle some stairs. Oh and about 6 or so high level enemies. I made a break for it on my slow little treads, skipped the weapons, and entered
Spoiler
the armory
[close]
. I got promptly destroyed by very fast robots who wanted me dead, and they had rocket launches to guarantee that happened. It was more entertaining than frustrating honestly, kinda like the first time I feel down a chute trap. Anyhow, I probably won't be going back there until I have a win under my belt. Hopefully that place isn't a requirement. Looking back, fighting might've been a better strategy than trying to run past everyone.
#6
Thanks for the detailed response! Your answers make sense, and thanks for clearing up the damage modifier thing. About the 'move to cursor' thing, I would use it but I can always just disable keyboard mode and click so nbd. :D
#7
Hello everyone, I just recently got the game with the steam release. It's a load of fun! Kyzrati, thanks for making such a fun game. I'm still pretty terrible at it, but I know my first win is gonna happen soon. I had a few questions about the game, particularly the interface. I bet most of these questions have simple answers, so I apologize if these questions have been asked before.

1. With a data box pulled up, enter on the numpad pulls up the tooltip (the little box with the blue text that shows up when you look at class, size, or rating in an enemy data window, for example), but it doesn't close it nor do the numpad arrow keys close it. However, normal enter and normal cursor keys close it. Likewise, enter on the numpad does not recenter to your character in the map view like normal enter does. And there are possibly other numpad inconsistencies that I'm forgetting. Is this intentional design?

2. Can you compare items on the ground in keyboard mode like you can with keyboard mode disabled by right clicking objects?

3. Can you move cogmind to your cursor in keyboard mode like you can by clicking?

4. Full detail mode in the combat log usually says what it hit and how much damage it does, but sometimes says stuff like "Assault Rifle (89%) Hit" and doesn't say what it hit or how much damage, and it seems to happen randomly. What does that mean?

5. Just to make absolutely sure, when looking at enemy modifiers, a red bar and a negative percent means resistance, and a green bar with a positive percent is a weakness, right? The tooltip says 'pluses represent greater damage.' Is this the same for cogmind in the status window under resistances? If cogmind is resistant to something, it will be a red bar with a negative percentage? It seems backwards.

And not really a question but more of a tiny bug: while in keyboard mode in a data window of an enemy, when inspecting components or armaments, if you close the second data window of whatever you're inspecting and quickly move the cursor in the primary data window of the enemy, the selection moves back to whatever you were initially inspecting, but in reality your real selection is on wherever you moved the cursor. ie you examine a wheel on an enemy, close the window and quickly move the selection down to another item, the selection warps back to wheel even though if you push enter again, you'll open the other item.

I would ask more questions but I'm too busy playing to type more. Btw thanks to anyone who responds to this thread. Hope I posted this in the right spot  ;D