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Author Topic: Alpha 12 Discussions [SPOILER VERSION]  (Read 4755 times)

Kyzrati

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Alpha 12 Discussions [SPOILER VERSION]
« on: November 21, 2016, 06:50:42 PM »

Use this thread for general feedback and discussion about the most recent release, if you want to talk about something that you don't feel warrants a dedicated thread.

This is the open spoiler version, for discussions where you plan to talk about spoilery content and don't want to bother with spoiler tagging. Do not read this thread if you want to avoid spoilers! For non-spoiler discussion, feel free to use the non-spoiler discussion thread here.

Alpha 12 release notes and changelog.
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Sherlockkat

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Re: Alpha 12 Discussions [SPOILER VERSION]
« Reply #1 on: November 23, 2016, 12:09:33 AM »

Just had one of the most fun Cogmind runs in a while :). It scored poorly, but made up for it in entertainment value. I ended up with a very lopsided flier who was good at flying but absolutely nothing else. Some general thoughts:

i) The trap digging machinists in the caves are really good addition for launcher-less non-combat builds to navigate caves. They basically drop all the traps that they have collected for you to loot and use. Many a swarmer squad met an early demise thanks to dirty bombs and fire traps. I took a trap extractor with me to the main complex, but didn't have a datajack. In general, I am starting to see the value in reprogramming traps.

ii) For a late-game branch, I feel like testing is a bit too plain, atleast from a flier's perspective. I guess it's a branch more aimed towards combat players. Oh well, there is always the lovely Q place for us.

iii) The cld. vtol units were great. They had a base speed of 35(!!) and you can find them in materials. I think I have been making a huge mistake not attacking haulers in materials. They carry all kinds of good stuff.

v) The processer buff definitely freed up a lot of the build space and I went through mid-game as melee character with micro-actuators. Ninjaing watchers was quite cathartic. They still do not drop their signal interpreter. Jackasses.

vi) The launcher buffs seem to be working. I am having a easier time against swarmer squads. Not sure whether it is placebo.

viii) The flight meta has definitely shifted in order to meet the late-game. Go super heavy on propulsion (like 8~10 slots), get storage units and stack up on Quarantine goodies.

ix) Survived command :). Can definitely see applications for a certain launcher if you are visiting that place ;).

Some random screenshots: no command spoilers.


Spoiler: Superbehemoth (click to show/hide)

Spoiler: The final frontier (click to show/hide)




Scoresheet:
Code: [Select]
Cogmind - Alpha 12

Name: Sherlockkat

---[ ESCAPED! ]---

 Performance
-------------
Evolutions (9)             4500
Robots Destroyed (67)      335
Value Destroyed (1123)     1123
Prototype IDs (13)         260
Alien Tech Recovered (0)   0
Bonus (12759)              12759
              TOTAL SCORE: 18977

 Cogmind
---------
Core Integrity             1487/1600
Matter                     300/300
Energy                     364/440
System Corruption          0%
Temperature                Cool (79)
Location                   Surface

 Parts
-------
Power (3)
  Quantum Reactor
  Light Quantum Reactor
Propulsion (9)
  Cooled Nuclear Pulse Thruster
  Q-thruster
  Q-thruster
  Improved Diametric Drive
  Improved Diametric Drive
  Impulse Thruster Array
Utility (11)
  Advanced Heat Sink
  Large Storage Unit
  Advanced Visual Processing Unit
  Advanced Transmission Jammer
  Layered Light Armor Plating
  Layered Light Armor Plating
  Improved Focal Shield
  Hacking Suite
  Experimental Hacking Suite
  Advanced System Shield
Weapon (2)
  Advanced Datajack
Inventory (10)
  Micro Fission Core
  Light Antimatter Reactor
  Quantum Reactor
  Improved Diametric Drive
  Impulse Thruster Array
  Advanced Force Field
  Micro-nuke Launcher
  Advanced Micro-nuke Launcher
  Chainsword

 Peak State
------------
Power
  Quantum Reactor
  Light Quantum Reactor
  Light Quantum Reactor
Propulsion
  Cooled Nuclear Pulse Thruster
  Field Propulsion Array
  Q-thruster
  Q-thruster
  Improved Diametric Drive
  Improved Diametric Drive
  Impulse Thruster Array
Utility
  Advanced Heat Sink
  Advanced Heat Sink
  Large Storage Unit
  Advanced Visual Processing Unit
  Improved Stasis Canceller
  Advanced Transmission Jammer
  Layered Light Armor Plating
  Improved Focal Shield
  Hacking Suite
  Experimental Hacking Suite
  Advanced System Shield
Weapon
  Enhanced Nova Cannon
  Scythe
Inventory
  Light Deuterium Engine
  Micro Fission Core
  Light Antimatter Reactor
  Quantum Reactor
  Improved Diametric Drive
  Impulse Thruster Array
  Micro-nuke Launcher
  Advanced Micro-nuke Launcher
  Chainsword
[Rating: 172]

 Favorites
-----------
Power                      Micro Nuclear Core
  Engine                   Light Ion Engine
  Power Core               Micro Nuclear Core
  Reactor                  Light Antimatter Reactor
Propulsion                 Cooled VTOL Module
  Leg                      Aluminum Leg
  Hover Unit               Antigrav System
  Flight Unit              Cooled VTOL Module
Utility                    Microactuators
  Device                   Microactuators
  Storage                  Large Storage Unit
  Processor                Advanced Signal Interpreter
  Hackware                 Hacking Suite
  Protection               Improved Medium Armor Plating
Weapon                     Scythe
  Energy Cannon            Enhanced Nova Cannon
  Ballistic Gun            Light Assault Rifle
  Launcher                 Mini Grenade Launcher
  Impact Weapon            Mace
  Slashing Weapon          Scythe
  Piercing Weapon          Makeshift Spear
  Special Melee Weapon     Advanced Datajack

 Stats
-------
Bonus Breakdown            12759
  Met Warlord at Base      500
  Met Warlord at Research  2000
  Win                      3000
  Win Speed                7259
Classes Destroyed          11
  Worker                   3
  Builder                  1
  Tunneler                 3
  Hauler                   5
  Recycler                 4
  Minesweeper              5
  Operator                 1
  Watcher                  9
  Swarmer                  30
  Grunt                    3
  Demented                 3
NPCs Destroyed             0
Best Kill Streak           5
  Combat Bots Only         5
Matter Collected           1804
  Salvage Created          1890
Parts Attached             133
  Power                    20
  Propulsion               41
  Utility                  49
  Weapon                   23
Parts Lost                 34
  Power                    5
  Propulsion               12
  Utility                  10
  Weapon                   7
Average Slot Usage (%)     89
  Naked Turns              3
Spaces Moved               14289
  Fastest Speed (%)        714
  Average Speed (%)        391
  Slowest Speed (%)        52
  Overloaded Moves         107
  Propulsion Burnouts      0
  Targets Rammed           0
  Cave-ins Triggered       1
Heaviest Build             95
  Greatest Support         118
  Greatest Overweight (x)  3
  Average Overweight (x)   0
Largest Inventory          10
  Average Capacity         8
  Most Carried             10
  Average Carried          7
  Final Capacity           10
  Final Carried            10
Core Damage Taken          582
Average Core Remaining (%) 92
  Depth 11 Exit            100
  Depth 10 Exit            69
  Depth 9 Exit             100
  Depth 8 Exit             94
  Depth 7 Exit             80
  Depth 6 Exit             99
  Depth 5 Exit             86
  Depth 4 Exit             100
  Depth 3 Exit             94
  Depth 2 Exit             100
  Depth 1 Exit             92
Volleys Fired              131
  Largest                  2
  Hottest                  120
Shots Fired                202
  Gun                      180
  Cannon                   5
  Launcher                 17
  Special                  0
  Kinetic                  180
  Thermal                  5
  Explosive                16
  Electromagnetic          1
Shots Hit Robots           200
  Core Hits                100
Critical Hits              43
  Kills                    18
  Parts Destroyed          18
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              233
  Impact                   54
  Slashing                 140
  Piercing                 37
Damage Inflicted           6747
  Projectiles              922
  Explosions               1466
  Melee                    4359
  Ramming                  0
  Kinetic                  922
  Thermal                  0
  Explosive                1338
  Electromagnetic          128
  Impact                   1133
  Slashing                 2619
  Piercing                 607
Overflow Damage            41
  Projectiles              14
  Explosions               20
  Melee                    7
Self-Inflicted Damage      134
  Shots                    4
  Rammed                   0
Highest Temperature        359
  Average Temperature      54
  Received Heat Transfer   489
  Shutdowns                2
  Energy Bleed             1
  Interference             0
  Matter Decay             0
  Short Circuit            1
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         4
  Average Corruption       1
  Message Errors           4
  Matter Fused             1
  Heat Flow Error          1
  Energy Discharge         0
  Parts Rejected           2
  Data loss (map)          0
  Data loss (database)     2
  Misfires                 0
  Misdirections            6
  Targeting Errors         0
  Weapon Failures          0
  Depth 4 End              2
  Depth 3 End              4
  Depth 2 End              1
Haulers Intercepted        5
Robots Corrupted           0
  Parts Fried              0
Robots Melted              0
  Parts Melted             0
  Heat Transferred         0
Parts Self-Destructed      76
  Prevented                2
Power Chain Reactions      0
Tactical Retreats          23
Communications Jammed      523
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             4
  Drone Recoveries         1
Derelicts Assembled        0
Traps Triggered            8
  Indirectly               0
Trap Hack Attempts         13
  Triggered                0
  Disarmed                 0
  Reprogrammed             5
  Reused                   10
Traps Extracted            50
  Installed                8
  Triggered                12
Machines Disabled          3
Data Cores Recovered       1
  Used                     0
Machines Hacked            39
  Terminals                27
  Fabricators              1
  Repair Stations          1
  Recycling Units          4
  Scanalyzers              1
  Garrison Access          1
Total Hacks                88
  Successful               48
  Failed                   36
  Catastrophic             13
  Database Lockouts        0
  Manual                   14
  Unauthorized             4
  Terminals                60
  Fabricators              1
  Repair Stations          5
  Recycling Units          8
  Scanalyzers              5
  Garrison Access          1
Terminal Hacks             34
  Record                   1
  Prototype ID Bank        1
  Open Door                3
  Level Access Points      3
  Terminal Index           1
  Locate Traps             5
  Patrol Status            1
  Assault Status           1
  Recall Investigation     2
  Hauler Manifests         4
  Registered Components    2
  Zone Layout              5
  Disengage Seal           1
Hacking Detections         26
  Full Trace Events        7
  Feedback Events          1
  Feedback Corruption      1
  Feedback Part Disabled   0
  Feedback Blocked         0
Trojans Installed          4
  Terminals                4
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          0
Fabricators Overloaded     0
Garrisons Disabled         1
Garrisons Compromised      0
Fab Network Shutdowns      0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   2
  Parts Built              0
  Total Part Build Rating  0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             0
  Part Repair Time         0
Parts Recycled             1
  Recycled Matter          46
  Retrieved Matter         46
  Retrieved Components     3
Parts Scanalyzed           3
  Part Schematics Acquired 2
  Parts Damaged            2
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              1
  Non-combat               1
  Combat                   0
  Rebooted                 1
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               8
  Largest Group            1
  Highest-Rated Group      32
  Highest-Rated Ally       32
Total Orders               5
  GOTO                     3
  EXPLORE                  2
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               0
  Total Damage             0
  Kills                    0
Allies Corrupted           0
Allies Melted              0
Peak Influence             280
  Average Influence        27
  Final Influence          260
Maximum Alert Level        1
  Low Security (%)         99
  Level 1                  0
  Level 2                  0
  Level 3                  0
  Level 4                  0
  Level 5                  0
Squads Dispatched          15
  Investigation            8
  Extermination            1
  Reinforcement            6
  Assault                  0
  Garrison                 0
  Intercept                0
Derelict Logs Recovered    6
Exploration Rate (%)       27
  Regions Visited          28
  Pre-discovered Areas     2
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Network Hubs Disabled      0
Actions Taken              16611
Turns Passed               6887
  Depth 11                 62
  Depth 10                 683
  Depth 9                  202
  Depth 8                  306
  Depth 7                  1139
  Depth 6                  466
  Depth 5                  1522
  Depth 4                  1534
  Depth 3                  391
  Depth 2                  244
  Depth 1                  338
  Scrapyard                62
  Materials                1146
  Factory                  1597
  Research                 429
  Access                   118
  Mines                    45
  Waste                    251
  Lower Caves              415
  Upper Caves              687
  Proximity Caves          973
  Zion                     241
  Warlord                  497
  Testing                  206
  Command                  220

 Prototype IDs
---------------
Improved VTOL Module
Improved Cesium-ion Thruster
Cooled VTOL Module
Cooled Nuclear Pulse Thruster
Electron Diverter
Improved Diametric Drive
Experimental Power Amplifier
Experimental Signal Interpreter
Experimental Melee Analysis Suite
Experimental Hacking Suite
Cooled Plasma Cannon
Heavy Proton Missile Launcher

 Fabricated
------------
Nothing

 Alien Tech Recovered
----------------------
None

 Route
-------
-11/Scrapyard
-10/Materials
-9/Materials (discovered 3 exits: *Mat / [*Min] / [*Sto])
-9/Mines
-8/Materials (discovered 3 exits: *Fac x3)
-7/Factory (discovered 2 exits: *Fac / [*Low])
-7/Lower Caves
-7/Lower Caves
-7/Zion
-6/Proximity Caves
-6/Factory
-5/Factory
-5/Waste
-5/Factory
-5/Upper Caves
-5/Upper Caves
-5/Warlord
-4/Proximity Caves
-4/Factory
-4/Waste
-4/Factory
-4/Upper Caves
-4/Upper Caves
-3/Research
-3/Testing
-2/Research (discovered 3 exits: *Acc x3)
-1/Access
-1/Command
Surface

 Game
------
Seed: 1479869971
^Manual?: 0
Play Time: 149 min
Sessions: 1
Mod: N/A
Game No.: 100
Lore%: 59
Gallery%: 52
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 2
Font: 18/SmallcapsGlow
Map View: 76x50
FOV Handling: Fade In


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Kyzrati

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Re: Alpha 12 Discussions [SPOILER VERSION]
« Reply #2 on: November 23, 2016, 02:56:14 AM »

ii) For a late-game branch, I feel like testing is a bit too plain, atleast from a flier's perspective. I guess it's a branch more aimed towards combat players.
Yep, it is, at least for now. I'd like to add more stuff to it eventually, though. Not sure when that might happen.

vi) The launcher buffs seem to be working. I am having a easier time against swarmer squads. Not sure whether it is placebo.
Might be a little of both. Launchers were already extremely deadly to Swarmer squads considering they're weak against EX, but I'm sure it's possible to eek the occasional extra kill from damage overflow that wouldn't have otherwise happened before.

Thanks for the observations, and congratulations on being the first Alpha 12 winner :)
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Kyzrati

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Re: Alpha 12 Discussions [SPOILER VERSION]
« Reply #3 on: November 24, 2016, 08:48:08 AM »

Today I finished my own first run of Alpha 12, played off and on for the past couple days.

I won :)

Alpha 12 is definitely easier, but I still can't say my run went super smoothly. I almost died several times throughout the early and mid-game, probably because I was taking it too lightly :P

The early game was mostly me running for my life, even having to duck into the Mines to avoid being cored, only to run into an infestation which I then dodged just as the Demolishers showed up from the other direction.

Rebuilding in the mid game was tough, and with a stash of Gravmag Arrays I ended up as a hybrid hovering combat bot! Two Adv. Hacking Suites plus copious grenades, until later on switching to my weapon of choice, a Molecular Scythe with which I reaped many a Programmer who got in my way.

Then I unexpectedly came across the Extension entrance all the way up in -4. I freed some buddies and O7 was nice enough to unlock the Enhanced Grunts for me after we pummeled the Cetus Guard. (At this point I'd used all the fallen Extension bots to put myself back on legs again.) I helped R17 out, and that made -3/Research a breeze... There I found the entrance to Testing, but decided not to go in because I already felt powerful enough to take on Access and didn't want to lose my already excellent gear.

In -2 I did jump into Quarantine, but chickened out and didn't grab anything more than a Core Reset Matrix (which I used) before leaving. I could've done some nice stuff there, and honestly could've even taken a shot at Command, but I decided that I wanted to get a safe Alpha 12 win on the leaderboard first. Next time I'll be more adventurous ;)

Despite wreaking havoc in Access, I still didn't even get the alert level up to 5. In the latest release I nerfed the alert level in a way that's not represented in the public changelog, and that apparently made a huge difference, so I'm going to tweak that again in the next release, but for now Alpha 12 is going to be a good bit less harsh on super-powerful builds, for better or worse :P

Interestingly, except for a Prc. Grenade Launcher and Hvy. Rocket Launcher early on, I spent the rest of the game without any AOE weapons. Normally that spells doom for a combat build, but the changes to the alert behavior kept the pressure relatively loose.

Throughout much of my run I was using the same Imp. Weapon Cycler. Man those things are good.

I ended up with a mix of weapons pretty much the whole time, KI/TH/EM, so I didn't get a chance to do any melting (which generally requires a full thermal volley). I'll aim to do a thermal focus next run.

I also played with more inventory space than I'm used to. I just couldn't leave behind all the extra amazing loot I kept finding! An entire stockpile of Adv. Powered Armor? Yes, please!

Some shots from the run:
Spoiler: Let's get 'em, grunts (click to show/hide)

Spoiler: Score: 39,531 (click to show/hide)
Check out how many turns I spent in Access ;)

(The seed wasn't up when I started, otherwise I would've done that--this was a random seed.)


@Sherlockkat: I only just now noticed that you saw a Superbehemoth--missed that the first time. I guess you didn't wake it up, eh? :P
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zxc

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Re: Alpha 12 Discussions [SPOILER VERSION]
« Reply #4 on: November 26, 2016, 11:08:02 AM »

I finally finished my first game of Alpha 12. I visited Command. Shit got real.

No scoresheet because of major spoilers! I did win, and now I have a bit of knowledge for formulating a plan to take on Command properly. I spent one hour there and recorded a video, but it's going to stay unlisted because SPOILERS!! Not even sure I can share it with Sherlock yet, judging from his scoresheet. Did you go to Command again after that?
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Happylisk

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Re: Alpha 12 Discussions [SPOILER VERSION]
« Reply #5 on: November 26, 2016, 07:17:08 PM »

Without spoiling anything, how hard was Command for a mano a mano combat build? 
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zxc

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Re: Alpha 12 Discussions [SPOILER VERSION]
« Reply #6 on: November 26, 2016, 09:20:50 PM »

Uhh.. I actually don't know how to answer that. You're gonna have to find out yourself :D
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Sherlockkat

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Re: Alpha 12 Discussions [SPOILER VERSION]
« Reply #7 on: December 14, 2016, 06:37:05 PM »

After several recon runs to alpha 12's main object of interest, the command, I finally had a couple of killer runs where I absolutely laid waste to the MAIN.C's final bastion.

The build: zxc and I have been experimenting with hackware builds that snowball super early (-7 and -6). I strongly believe this is probably one of the strongest build template ever. Basically, get your hands on hacking suites at MAT, scanalyze and start fabbing in early factory. This can get out of control quickly, especially if you find chute traps in these floors. The second stage of this build are the late-factory branches. You want to hit either Zhirov and Armory, or just Zhirov for the AA buffs. This alleviates some of the usual "tightness" of a flight build, especially with recent processor buff. If you can break into the armory secret map and get the Gui. Remote Datajack, the game is practically over :). If not, I have found that a Adv. Remote Datajack is good enough too. You also construct a buffer of backup items via fabrication.

The point is that the research branches are infested with extremely powerful prototype bots that are very vulnerable to hacking. You either assimilate them and cause chaos in some sections of that map while you freely loot the other half, or just overload and kill them irrespective of their loadouts. It also takes care of all the pesky prototype bots guarding the AAs. Plus, you retain all the natural advantages that you get from being a fast hacker (free exits, ability to outrun everything, trojans etc). By the time you exit research, all your power and heat issues should be solved, thanks to all the AAs. You will also have access to some fairly OP lategame tools. The most important of which, I believe, is the Sigix Broadsword...for reasons.

Then comes command. Command, as it stands, might be a bit too easy due to the alert level nerf. There are 2 exits out. The first exit is somewhat evil. I have died multiple times trying to get out that way. Exit#2 is real easy provided you have the right tools. Oh and btw, neither of them are easy if you are going pure combat. All of this is from the perspective of a combat hacker.

Spoiler: MEGA SPOILERS (click to show/hide)

Enough talk, screenshot time (compiled across multiple runs, very spoilery ofc):
Spoiler: This guy again!! (click to show/hide)
Spoiler: Yo dawg, cover me!! (click to show/hide)
Spoiler: That's right. Woww.. (click to show/hide)


« Last Edit: December 14, 2016, 09:28:38 PM by Sherlockkat »
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Kyzrati

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Re: Alpha 12 Discussions [SPOILER VERSION]
« Reply #8 on: December 15, 2016, 07:54:06 AM »

I LOVE the captions on these :)
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon