Arcen Games

Games => Starward Rogue => Starward Rogue Mods & Modding => Topic started by: Logorouge on July 16, 2016, 10:50:49 PM

Title: More mechs
Post by: Logorouge on July 16, 2016, 10:50:49 PM
The original six mechs are fun to play and all, but variety is the spice of life so here's a bunch of mech variants I made. (Files in the attachments)


-Missile Mech Rex-
"15% chance of gaining a missile on every enemy kill, missile-launching energy weapon and large potential for missile upgrades through leveling. Weak damage and low energy are a problem though."

I love using missiles in combat, but I always feel bad for "wasting" my Health Shard can openers. No more of that with good ol' Rex.


-Roulette Mech Alpha- (Now part of the game)
"Equipped with an experimental learning A.I. which allows the mech to improve at a staggering rate. Unfortunately, it's still a very unstable prototype."

Translation: Leveling is fast as heck, but you never know what perks you'll get. Oh and pretty low starting HP.


-Assassin Mech Penumbra- (Now part of the game)
"Powerful and nearly untouchable, but one mistake could mean death."

It's basically a less risky assassin. If you ever played with that incredibility, you know what to expect. If not, it's literally a glass cannon. Seriously, even Redshift looks sturdy compared to that thing.


-Heavy Assault Mech Arsenal-
"Able to use a powerful combination of two main weapons at once, but unable to use any secondary system. Also has the ability to make new weapons while leveling."

Apparently the game doesn't mind if you stick a second main gun on your mech, so I did just that. As you can imagine, that makes hunting for new weapons the main focus of this mech. Just be aware that the UI can only show one weapon at a time, the one available for swapping.

As a downside, this mech is not allowed to use secondary weapons. On the upside, it has the ability to forge itself new weapons at levelups.

In other news, Grenade Launching Shotgun is a thing now.


-Survivor Mech Behemoth-
"Bulky mech with superior nanite armor. Difficult to dodge with, but able to take more punishment than most."

If your playstyle is a rapid offense while dodging everything along the way, this one will force you out of your comfort zone.


-Scavenger Mech Crimson Moon-
"Specialist in gaining resources from enemy kills (including health and energy), but energy reserves drain constantly and health pickups have no effect."

The smell of attrition surrounds you. Don't worry though, this one has all the tools required to overcome this challenge... if you can live long enough.


So that's it. It's nothing too crazy, but I had fun playing with those so I wanted to share. Hope you have fun too.
Please note that the mech pack includes all of the mechs, so there's no need to download each individual mech if you just want them all.
Just to be safe, for any first time mod users: Always backup your saves before using mods. Although very easy to deactivate, this type of mod will still cling to your saves permanently.
Title: Re: More mechs
Post by: Logorouge on July 18, 2016, 10:46:53 PM
-Reformatting due to limit of 4 files per post-
Title: Re: More mechs
Post by: Logorouge on July 20, 2016, 08:18:39 PM
Awesome, definitely going to check these out, thanks!

Tomorrow I'll have a new mech to share. Too tired to finish it tonight and that thing still needs some tweaking. Good night!

Edit: After further consideration, let's make that the day after tomorrow...just with a little less Dennis Quaid and a little more mech.

And there's a new mech (files added to the 1st post).
Title: Re: More mechs
Post by: Pepisolo on July 20, 2016, 11:47:01 PM
Heavy Assault Mech sounds similar to a mech I was thinking about -- The Warhog! Pretty much a super badass military style mech with armour.  Maybe something like this will make it into the game at some point. Grenade Launching Shotgun? Sounds good to me!
Title: Re: More mechs
Post by: Logorouge on July 21, 2016, 05:00:19 PM
Heavy Assault Mech sounds similar to a mech I was thinking about -- The Warhog! Pretty much a super badass military style mech with armour.  Maybe something like this will make it into the game at some point. Grenade Launching Shotgun? Sounds good to me!
Yeah, I hope to see new mechs added to the game eventually. It would be exciting to see what concept people come up with for mechs. But everyone already seemed very busy on the other stuff for now, so I decided to make a few of my own.

Edit: Updated Arsenal to v1.1, changing his 2nd minigun to another type, avoiding the limitation of not being able to swap two identical weapons. Also makes it a bit more visually obvious that the mech has two distinct primary weapons.
Title: Re: More mechs
Post by: Logorouge on August 07, 2016, 07:38:22 PM
Ptarth suggested that I make an All-in-one mech pack... So I did just that, because it's a great idea. That is all. :P
Title: Re: More mechs
Post by: ptarth on August 07, 2016, 08:15:55 PM
I want 10% as comission. ;)

I think I'm done fighting with bug fixing for the day and am going to give you guys another shot. Thanks for making them and sharing.
Title: Re: More mechs
Post by: Monkooky on August 23, 2016, 07:27:55 PM
Just did a few runs of each of these mechs.

I love the Arsenal. More gun is better gun. Couldn't be better.

(Note: Rex really isn't my style, so take this with a big fat grain of salt)
Not sure the Rex quite works. I felt compelled to leave missiles lying around the map as supplementary storage, and the 10% chance wasn't high enough to make me willing to use missiles outside of very tough situations.
This may be my hoarder tendencies at work.
Something that may be interesting would be removing missile drops entirely, and bumping the %missile on kill way up.

The Alpha.
Uh, Roulette is fitting all right. The Alpha is hilarious, but also can be broke as shit if you get lucky. Mayyybe take the upper tier perks out of the low level lists? Getting Beast Mode at level 2 AND 3 is really quite something.

The Penumbra is pretty cool, and a great deal of fun to play.
Gotta say though, caltrops suuuuuuck when you have 1 health. A lot of rooms that are really annoying for the Redshift become really annoying AND really dangerous for the Penumbra.
Maybe give the risky assassin modifier where hazards can't hurt you?
Maybe a toned down version where they can hurt but not kill you?


Title: Re: More mechs
Post by: Logorouge on August 23, 2016, 09:11:04 PM
Just did a few runs of each of these mechs.

[...]
It's a pleasure to hear feedback on those little guys. I played a bunch with each of them, but I was very curious as to how they would fare with other players and different playstyles.


Arsenal: Happy to see people like this one. It was created on the spur of the moment and is still rough around the edges so to say.

Rex: If you leave at least one missile spot free at all times, his passive usually does a good job of regularly sending extra missiles your way, but I agree that his passive tend to be a bit too passive. I might bump it again up to 12% or simply switch to 1 missile per X kills to add some consistency to it. Not sure which way I'm gonna go with it yet.

Alpha: Oh yeah, balance quickly goes out the window with this one. Another name I considered for it was "Isaac". :P (For the record, I adore BoI) One thing though, is that those lapses in balance can go both ways. Getting no damage perk for the first 5-6 levels (or at all) really put the emphasis on the "Roulette" name. I'm afraid limiting the chance for crazy good stuff to happen would only highlight and intensify the chance for bad luck. The incoming re-balancing of Brute and Beast Mode should help improve things here.

Penumbra: Funny thing is, he already has Hazard Immunity. Try running into a wall laser or a turret shot. But just like his riskier brother, Jr can still die by caltrops. Unfortunately, currently the only way to avoid spike damage is to be completely impervious to all damages (like phasing).


Anyway, I already had to write this post twice because of a silly mistake of mine, so I'll just post it now.
Big thanks to you for trying these and taking the time to send feedback my way!
Title: Re: More mechs
Post by: ptarth on August 24, 2016, 01:07:15 AM
Caltrops are something that we have on our list, but haven't gotten around to deal with.
A thought on Rex. If you kill with a missile, you get a 100% to get a missile...
Title: Re: More mechs
Post by: Logorouge on August 24, 2016, 04:21:46 PM
A thought on Rex. If you kill with a missile, you get a 100% to get a missile...
That would be a very interesting addition for Rex, but I always thought that effect had to be on the missile launcher itself instead of the mech. Was I wrong?
Title: Re: More mechs
Post by: ptarth on August 24, 2016, 05:07:36 PM
I think you can get around that by having various systems that cause other systems to give it to the missile system or to elsewise arrange the effect, but I haven't worked through the logic. Alternatively, you can give the Rex level up Perks that are unique missile systems that have the effect.
Title: Re: More mechs
Post by: Pepisolo on August 31, 2016, 10:15:13 AM
Just did a quick test of these, still gotta play runs with them, though.

Missile Mech Rex

I think the concept of a missile focused mech, but I think the mech needs more missile based technology. If this mech had special missile style weapons or abilities then it could work. For example, and I'm plucking this out of the air -- plus the current charge system in the game needs work -- but let's say the player could hold the missile button to charge missiles, so you could choose to do a normal missile attack or a massive missile attack that would clear the screen, but use a ton of missiles, then something likt that might be cool. Basically, it just needs to scream missiles more and have some cool gimmick about it.

Arsenal

I like the concept of double main guns. It might actually work better if the secondary main weapon replaced your energy weapon. It would be even more game-changey then, and aesthetically easier to manage I think. Cool idea, though!

Roulette

Very interesting concept! This could actually work as a new mech to come with the eventual perk overhaul. Ptarth also has some weird chaos weapon that could fit on to this that might be a nice addition too. Definitely interested in this idea.

Penumbra

I didn't test this much, but it's basically a mech risky assassin? Not bad, a glass cannon ninja sort of thing? This could work, but I think there'd need to be something a bit extra stuck in there. Maybe something like a stealth field that makes all enemies unaware of your presence (yeah, how we'd code that I don't know, heh). Something cool and assassiny.

Overall very cool stuff. The roulette guy in particular might be the perfect style mech to introduce into the game alongside the perk overhaul. Although, that's a long way away and I can't promise anything of course. I still need to do a lot more testing. Thanks!

Title: Re: More mechs
Post by: Logorouge on August 31, 2016, 10:49:31 PM
Just did a quick test of these, still gotta play runs with them, though.
[...]

Yeah, poor Rex doesn't have enough missiles in his diet. Currently he's basically a missile-themed White Gloss, which is a bit underwhelming. Hm, but now that Redshift changed to the same secondary, I guess I could change Rex's to something else. Hm, I might have an idea.

For Arsenal, the implementation you described would be much more balanced gameplay-wise and cleaner ui-wise. I almost removed his current energy weapon before I released him, but decided against it in the end because using an energy weapon (even for short periods of time) is a nice change of pace.

Roulette I can't wait to update after the perk overhaul. Even more chaos at levelups! I'm definitely looking forward to seeing how the game will change at that point.

Penumbra, he was created because I wanted to practice doing runs with the Risky Assassin incredibility, but that's a pain to get in shops every single time. So I gave him a very similar set of abilities and toned them down compared to the real thing. It's much more forgiving than a Risky Assassin run though, so maybe my initial idea got lost along the way. Oh well, it's still fun. As for a little extra, he actually has quite a few that were not listed per say. Jr has an immunity to all hazards including wall lasers, turrets and even mines explosions (not spikes though :P) but most important, he has a greatly reduced hitbox that allows him to slip by unscathed where others would have fallen. I did plan on doing something along the lines of what you describe (a tad different), but for another mech. It's unfortunate I don't have the know-how to make it happen though, that fifth mech would have been pretty unique in playstyle.

Hey, thanks for sharing your thoughts on the quatuor and I hope you enjoy your runs with them. :)
Title: Re: More mechs
Post by: Logorouge on September 02, 2016, 11:55:40 PM
Updated Rex to v1.2, giving him a much more fitting energy weapon, readjusting his starting energy capacity and rising his chances of getting a missile on kills. Hope you like shooting missiles around, because you're gonna be doing a lot more of that now. :)

I also updated the mech pack with Rex's latest version.
Title: Re: More mechs
Post by: MasterTouan on September 29, 2016, 10:29:39 PM
BigUp to this thread.  8)
Have some comments to do on these mechs.
I'm playing in Normal, just so you know beforehand.


- Arsenal is simply glorious. I accumulated so much damage enhancing bonuses, and with the Turbo Gatling and Flamethrower, the bosses litteraly melted in a matter of seconds. Even the "real" last one.
Very interesting concept to mix weapons, and great to play with.

- The Rex's energy weapon, the Torpedo Launcher, is definitely cool. Allows to break blocks while keeping missiles, as well as instantly clear big enemies or groups.
It's strong and tough. However the primary weapon is a bit disappointing (Basic Minigun? what's about trying to give it the Grenade Launcher?).
Also I didn't really notice the missile drop bonus on enemies, maybe because I didn't fire enough missiles...
I'd also add more base missiles to the Rex, feels like it doesn't have enough. Considering I reached 20 with the Pyro once, I'd expect that missile-themed Rex to reach that amount with ease, hehe.

- Penumbra: while at first I wasn't fond of the 1pv only gameplay nor its energy weapon, I had the time to take Risky Assassin and two bonuses enhancing my firepower and firerate...
It really started to feel wonderful. The mech is fast, agile, powerful, fired from far and with bouncing shots. I cleared the first few floors more easily than I thought I would've.
Can't wait to try Corrupting Power on it.
Is there no way though to avoid the mech having health upgrade/regeneration bonuses when leveling? As well as giving a different bonus when 8 health shards are gathered (money, key, something).

- Roulette mech has a real slow beginning, as intended. On one run I remained weak and got crushed at first boss, while during another one I obtained very early some powerful upgrades through leveling.
Guess it's a sort of a neutral mech that you evolve into what you want (and can). Its name is well justified...


IMO these mechs could/should be in the game already. Considering some fan-made contents already made it in apparently, I don't think it'd be too much of a problem to try adding this, either through free patch, or very small DLC(s). Game developpers can sometimes "officialize" some modders' work into their games, so it's not a forbbiden move, although not always a justified one (looking at you, CS: Art Deco pack).
However in SR's case, as there is no workshop nor anything, it would make sense. Also considering ArcenGames situation, it could make for an easy thin support before the AIWar2 kickstarter.
Of course, the mechs may not be fully balanced yet, but they would have much more visibility out of this forum and could get feedbacks from the rest of the player's community.

These are just my opinions, felt like sharing it. I really would like to see this game expanded, and the mechs above are worthy additions IMO.
They'd need achievements btw. While I'm at it, the Humble and some incredibilities still don't have their own achievements  ::)
Title: Re: More mechs
Post by: Logorouge on September 29, 2016, 11:09:21 PM
These are just my opinions, felt like sharing it.
I'm glad you did. :)

For Rex, I did keep his initial missile capacity kinda low for a missile-focused mech, but I also packed his levelups with +4missiles perks so his capacity potential is pretty impressive. I figured his missile regain ability would be enough to keep his stock near full anyway. The basic minigun is due to a personal philosophy of mine. Starting with an awesome weapon is great, but finding an awesome weapon is amazing. I didn't want to undermine that experience by making Rex's starting gun too good. Same thing for his missile launcher actually.

- Penumbra: [...]
Is there no way though to avoid the mech having health upgrade/regeneration bonuses when leveling?
Isn't that already the case for Penumbra? I thought I removed all the +hp perks from his levelups. For the health shards, I don't know if I can change their effect. But alternate effects for those in general might be interesting though.

In any case, thank you for your kind words. Much appreciated.
Title: Re: More mechs
Post by: Pepisolo on September 30, 2016, 09:57:15 AM
Quote
IMO these mechs could/should be in the game already. Considering some fan-made contents already made it in apparently, I don't think it'd be too much of a problem to try adding this, either through free patch, or very small DLC(s). Game developpers can sometimes "officialize" some modders' work into their games, so it's not a forbbiden move, although not always a justified one (looking at you, CS: Art Deco pack).
However in SR's case, as there is no workshop nor anything, it would make sense. Also considering ArcenGames situation, it could make for an easy thin support before the AIWar2 kickstarter.
Of course, the mechs may not be fully balanced yet, but they would have much more visibility out of this forum and could get feedbacks from the rest of the player's community.

These are just my opinions, felt like sharing it. I really would like to see this game expanded, and the mechs above are worthy additions IMO.

We are 100% willing to include fan-made submissions like this in the game. The overriding problem with this for mechs is that SR has very little budget for new mech art (if any at all) and putting in mocked up style art is not really acceptable -- although one of these mechs does look pretty good actually, the Penumbra, which I presume is based on enemy ship art, but it does look good.

Regarding these individual mechs, they have potential as additions, I'll review each one.

Arsenal -- The dual maingun idea is fantastic, the problem with this one is engine interface stuff. There would need to be a way of showing each maingun in the inventory and possible of having a way to choose which maingun gets swapped out. A cleaner implementation of this mech would probably be having a mech that only has 2 main guns, we can then use the energy weapon slot for the main gun. But even that would require engine work beyond the Freaking Volunteer's abilities, I think.

Rex -- Last I checked, this one felt a little lacklustre although the general concept is good. No engine problems with this one, so it's a possibility, though.

Penbumbra -- Probably the most likely candidate for adding to the game. I actually have a secondary weapon that would work well on this mech, a weapon that shrinks you out of existence (just something to add a bit more to the gameplay than the kunai), then we could use a rotating shuriken shot as the main or something. Really make this an assassiny ninja style mech.

Roulette -- I love the concept of this one, and this would go well as an addition to along with the perk overhaul. One flaw I see is that with such a random perk selection it would be possible to get options for perks that aren't really meant to be selected twice, which is a bit janky. Something like Map Master, for example. We'd need a solution for that problem, I think. If we had a solution for that then I'd probably push for this mech to be included for the next update.

Title: Re: More mechs
Post by: Logorouge on September 30, 2016, 09:56:02 PM
The overriding problem with this for mechs is that SR has very little budget for new mech art (if any at all) and putting in mocked up style art is not really acceptable -- although one of these mechs does look pretty good actually, the Penumbra, which I presume is based on enemy ship art, but it does look good.
Yeah, Penumbra is the one instance where my crude method of mashing together existing assets gave a decent result. The rest make me feel like I should apologize to Blue. (Are the enemies art from Blue?)

By the way, did you try Rex since his latest update? He's quite the missile-flinging machine now.
Title: Re: More mechs
Post by: Pepisolo on October 01, 2016, 11:45:37 AM

Yeah, Penumbra is the one instance where my crude method of mashing together existing assets gave a decent result. The rest make me feel like I should apologize to Blue. (Are the enemies art from Blue?)

By the way, did you try Rex since his latest update? He's quite the missile-flinging machine now.

Yeah, Blue does all the enemy and mech art. I just gave the Rex a quick go, and yeah seems improved. The general concept is so strong -- a missile focused mech --  and since there are no technical barriers it could definitely be a candidate for inclusion. I think it's still missing something, though. For example, since we can individually control missile damage, I think that a starting missile damage increase would be a nice boost. Double damage with missiles, maybe, that would make the mech a bit more game-changey. It's not that far off, though.
Title: Re: More mechs
Post by: Logorouge on October 01, 2016, 12:01:35 PM
Yeah, Blue does all the enemy and mech art. I just gave the Rex a quick go, and yeah seems improved. The general concept is so strong -- a missile focused mech --  and since there are no technical barriers it could definitely be a candidate for inclusion. I think it's still missing something, though. For example, since we can individually control missile damage, I think that a starting missile damage increase would be a nice boost. Double damage with missiles, maybe, that would make the mech a bit more game-changey. It's not that far off, though.
If I had to think of another missile-flavored power for him (and knew how to do it) I would probably give him a 25% chance of missiles having a random debuff effect. Now that would make the player want to use all those missiles in combat. It could push him in the OP category though. I might already have gone a bit far with that secondary. :P
Title: Re: More mechs
Post by: Pepisolo on October 01, 2016, 12:08:46 PM
If I had to think of another missile-flavored power for him (and knew how to do it) I would probably give him a 25% chance of missiles having a random debuff effect. Now that would make the player want to use all those missiles in combat. It could push him in the OP category though. I might already have gone a bit far with that secondary. :P

I wanted to implement missile only debuff perks for the perk overhaul, but current it's not possible in the engine. I've asked Ptarth if he can extend the engine as there is already similar code in there for main gains, but that might be too much of a Keithy feature. Regarding the Torpedo Cannon, yeah, maybe it's too powerful, what would be good is a fresh energy weapon for Rex, maybe a variant of the Torpedo Cannon or something, more suited as a starting weapon.
Title: Re: More mechs
Post by: Logorouge on October 01, 2016, 08:47:17 PM
Updated Rex to v1.3 and Alpha (commonly known as Roulette) to v1.1.
The mech pack was also updated with the latest versions.

These are 100% aesthetic updates though, so nothing new gameplay-wise, but the mechs new appearance is quite the upgrade in my opinion.
Enjoy.
Title: Re: More mechs
Post by: Pepisolo on October 02, 2016, 10:13:47 AM
Just checked the new stuff out, yeah, you seem pretty awesome at modifying existing assets and stuff in order to create new art. As good as these look, I'm still slightly reluctant to consider them for the main game for mechs, as I think that those should ideally be designed by Blue, just to retain her consistency. However, one thing you might be able to help with is in creating new perk icons for the game by modifying existing assets. One thing we're going to need for the perk overhaul is new perk icons, but I think that we can get away with modifying existing assets for a lot of those....maybe. Just an idea, if you want to take a look at the new perks and think you can create new icons for them using existing assets, we'll probably use them, I think. Even if we can only get a few decent perk icons made up, that leaves Blue with less work to do.
Title: Re: More mechs
Post by: Logorouge on November 05, 2016, 01:53:25 PM
Added a new mech to the lineup and updated the mech pack to include it too. (files were attached to the second post)
Have fun!
Title: Re: More mechs
Post by: ptarth on November 05, 2016, 05:28:14 PM
Nice. I have too many other fires burning atm to check it out. But I will.
Title: Re: More mechs
Post by: Pepisolo on November 26, 2016, 06:55:52 PM
Good news! Just by setting those perks that aren't meant to be stacked to can_seed_multiple_times_per_run="false" seems to solve the Roulette Mech Alpha perk problem. If the perk isn't selected then it doesn't actually seed, so those perks will then also be offered again at later levels. Things seem to be working well, so I'd say that it's very likely that we'll be seeing this mech in the game at some point. It's possible for the next patch, but that depends on if we can get the art created for it, it may take longer before that happens. Don't hold me to it 100%, though, as some problems could arise.

As for the Behemoth, a mech similar to this is probably also going to make it into the game at some point -- The Warhog. It has a similar feel, it's like a really tough beast of a mech, although more of a commando type thing than yours. I've been wanting to do a beefy mech like this for a while. Rather than regen like you have on this, the Warhog is probably going to have damage reduction, though.
Title: Re: More mechs
Post by: Logorouge on November 26, 2016, 10:47:31 PM
Good news! Just by setting those perks that aren't meant to be stacked to can_seed_multiple_times_per_run="false" seems to solve the Roulette Mech Alpha perk problem. If the perk isn't selected then it doesn't actually seed, so those perks will then also be offered again at later levels. Things seem to be working well, so I'd say that it's very likely that we'll be seeing this mech in the game at some point. It's possible for the next patch, but that depends on if we can get the art created for it, it may take longer before that happens. Don't hold me to it 100%, though, as some problems could arise.

As for the Behemoth, a mech similar to this is probably also going to make it into the game at some point -- The Warhog. It has a similar feel, it's like a really tough beast of a mech, although more of a commando type thing than yours. I've been wanting to do a beefy mech like this for a while. Rather than regen like you have on this, the Warhog is probably going to have damage reduction, though.
Great news! Thanks, Pepsisolo.
That problem with Roulette was bugging me for the longest time. It's awesome to see it solved in a clean way.

And I can't wait to see the Warhog. I've been curious about that one even since you mentioned it back in July.
Title: Re: More mechs
Post by: Pepisolo on December 15, 2016, 06:21:01 PM
A couple of things. Got any ideas for a Roulette mech special perk? Given that the mech jumbles up all the perks, it may be that the mech doesn't need any special perks but if you have any ideas for good ones, it might be cool to put at least one in.

Also, it's looking likely that Penumbra is also going to make it in, so any special perk ideas for that would be helpful if you have any. Oh, the mechs will be changed in some ways, of course, with unique weapons and stuff etc. I presume you're okay with that? Also, the Warhog is mostly finished. Get ready for the Cataclysm Launcher! :)

Note: the Logo derived mechs will be going into the base game, not the DLC.
Title: Re: More mechs
Post by: Logorouge on December 15, 2016, 07:59:20 PM
A couple of things. Got any ideas for a Roulette mech special perk? Given that the mech jumbles up all the perks, it may be that the mech doesn't need any special perks but if you have any ideas for good ones, it might be cool to put at least one in.

Also, it's looking likely that Penumbra is also going to make it in, so any special perk ideas for that would be helpful if you have any. Oh, the mechs will be changed in some ways, of course, with unique weapons and stuff etc. I presume you're okay with that? Also, the Warhog is mostly finished. Get ready for the Cataclysm Launcher! :)

Note: the Logo derived mechs will be going into the base game, not the DLC.
Is it Christmas already? Roulette and Jr might make it into the game? That's beyond awesome. :D

About changes: As long as the concept of the mech is preserved I have no issue with it, so don't worry about it.

Special perks: For those two, I kinda made all their special abilities available from the start, so I never gave special perks much thought.
-Roulette: Considering its random perk selection, I'm not sure having an unique one lost among all that would be worth it. Anyway, you could expand on the random nature of the mech with something like that random consumable ability you proposed in the 1.502 beta thread. Sounded fun.

-Penumbra: Many possibilities for this one. I only gave him a partial set of abilities compared to the real Risky Assassin. The special perks could allow him to complete that set (including stealth on room entry, range (maybe not that one), bouncy shots, etc). Or it could be fun to encourage the risk-taking aspect with some major offense bonus on room entry. But I have to say I'm biased toward a stealth ability.

Also, Cataclysm Launcher? I love it. >D
Title: Re: More mechs
Post by: Pepisolo on December 16, 2016, 10:11:06 AM
Cool! I'm glad that you're happy that the mech is (very probably) being added. :)

Quote
-Roulette: Considering its random perk selection, I'm not sure having an unique one lost among all that would be worth it. Anyway, you could expand on the random nature of the mech with something like that random consumable ability you proposed in the 1.502 beta thread. Sounded fun.

The perfect perk would probably be a complete perk reroll perk. So, in case you don't like your current perks, you might have an option to reroll everything -- not sure how we would do that in the engine, though, unfortunately.

Quote
-Penumbra: Many possibilities for this one. I only gave him a partial set of abilities compared to the real Risky Assassin. The special perks could allow him to complete that set (including stealth on room entry, range (maybe not that one), bouncy shots, etc). Or it could be fun to encourage the risk-taking aspect with some major offense bonus on room entry. But I have to say I'm biased toward a stealth ability.

I'm considering some kind of smoke bomb ability instead of a launcher. That would be easy enough to do, the only problem is how would a smoke bomb break through missile blocks? One more thing, since this mech is the ultimate glass cannon, how about the art looking like a glass ninja? We could make the mech transparent and give it a glassy appearance, that seems like a cool look rather than just being a standard ninja style mech. We could then perhaps call it the Glassassin, heh! It's either that, or go with a more traditional shadow style mech, probably. Or still have a glassy look, but also go with the shadowy feel...if that's possible, not sure. Just some thoughts. I'm going to lean heavily towards whatever appearance you want, given that you designed the mech, of course. If you prefer more of a shadow mech then cool, I'm just throwing out some thoughts.
Title: Re: More mechs
Post by: Logorouge on December 17, 2016, 10:41:22 AM
I'm considering some kind of smoke bomb ability instead of a launcher. That would be easy enough to do, the only problem is how would a smoke bomb break through missile blocks?
Oh, I really like the smoke bomb idea. If you make it a large enough smoke "blast" around the mech, it could be an effective bullet/block clearing method with an added stealth effect on the mech. Powerful, but limited in range.

One more thing, since this mech is the ultimate glass cannon, how about the art looking like a glass ninja? We could make the mech transparent and give it a glassy appearance, that seems like a cool look rather than just being a standard ninja style mech. We could then perhaps call it the Glassassin, heh! It's either that, or go with a more traditional shadow style mech, probably. Or still have a glassy look, but also go with the shadowy feel...if that's possible, not sure. Just some thoughts. I'm going to lean heavily towards whatever appearance you want, given that you designed the mech, of course. If you prefer more of a shadow mech then cool, I'm just throwing out some thoughts.
Honestly, I'm pretty clueless when it comes to visuals. But I tend to think the mech's name and/or description should be reflected in its abilities rather than its looks. Just like Indigo Dipole doesn't have the appearance of a magnet and Flametank doesn't look like a flame or a tank, I'm not sure you should be too literal in the appearance of the assassin mech. If it's made by Blue it will probably look great either way, but I don't know. Sorry for being so indecisive. :P
Title: Re: More mechs
Post by: Pepisolo on December 17, 2016, 12:45:47 PM
No worries, I'm sure Blue will come up with something awesome. I think a shadowy assassin mech made of glass might be cool. Smoke bomb launcher will probably work, too.
Title: Re: More mechs
Post by: Logorouge on January 24, 2017, 09:51:44 PM
While working on updating my mechs to take advantage of the perk overhaul, I was stuck in a dilemma. So to take my mind off things (and hopefully come back with a solution), I made a thing. So here's a new mech. (file at the beginning of the thread)
Title: Re: More mechs
Post by: Logorouge on March 31, 2017, 09:52:13 PM
Updated Rex to v1.4, finally converting his perk selection to the overhaul, added the latest bells and whistles that are now standard for all the original mechs and changed his stats to match the mech description.
Also updated Behemoth to v1.1, converting to the perk overhaul, bells and whistles included.

Of course, the mech pack will now include their latest versions. Enjoy! (files at the beginning of the thread)

Arsenal will probably be the next to get an update.
Title: Re: More mechs
Post by: Logorouge on April 14, 2017, 10:40:07 PM
Change of plan!
Updated Penumbra to v1.1 and the mech pack to include it now. (files at the beginning of the thread)

For this one I took a different approach for the levelup perks. Instead of replacing the whole thing with the same perk lineup everyone already use, I converted his current selection to their overhauled versions and replaced some near-useless perks to more fitting ones. I also sprinkled new perks around to add more varied/interesting choices. Test runs went well but I'm curious to hear some thoughts on the results. Oh, I also added the new standard systems to this mech too.

Anyway, if you enjoy playing with this mech, don't forget to thank Misery. If he had not created the Risky Assassin incredibility, I don't think Penumbra would exist.

Edit:
Updated Arsenal to v1.2, newest perks + bells and whistles, files at the beginning, yada yada. You know the drill. :)
Oh, the mech pack is up to date too. Have fun!

Edit 2:
This is it. The update to Alpha (aka Roulette) is done, meaning all of them have been updated to use the perk overhaul! All files are now available at the beginning of the thread.
Title: Re: More mechs
Post by: Logorouge on July 24, 2017, 11:57:58 AM
In preparation for the next Starward Rogue update and thanks to Ethervil's feedback during his LP, I updated Rex to v1.5!
The mech might have been missile-themed before, but his perk selection wasn't. So that problem was rectified.

As usual, the mech pack was also updated and the files are available at the beginning of the thread. Hope you enjoy.
Title: Re: More mechs
Post by: Logorouge on November 12, 2017, 08:55:26 PM
The incoming expansion got me in the mood to make another mech, so here it is:

-Blacksmith Mech Grimm-
"Good energy reserves, but not the most durable model. Able to obtain weapon systems from locked chests and make new equipment while leveling."

I particularly enjoy swapping weapons during a run, as often as possible. Consequence: This mech revolves entirely around providing you with as much weaponry as you will ever want.

But after seeing the new art for the expansion's mechs, I decided that a mere palette swap wasn't gonna cut it for this mech so I put a little extra time on it. I'm pretty happy with the result, let me know what you think.

Files are as always at the beginning of the thread and the mech pack was kept up to date. Have fun.
Title: Re: More mechs
Post by: TheVampire100 on November 12, 2017, 10:23:53 PM
Uh, I don't quite get what the mech makes so special. he get's... more weapons? Is the weapon drop rate higher on him than for other items?
Title: Re: More mechs
Post by: Logorouge on November 12, 2017, 11:03:42 PM
Uh, I don't quite get what the mech makes so special. he get's... more weapons? Is the weapon drop rate higher on him than for other items?
Long story short, the mech has perks that give him weaponry when you pick them. You get to decide if you want him to make you a main gun or an energy weapon or an attack drone. The content of all locked chests also becomes completely weapon-related (weaponshop items to be precise) instead of the usual selection. So, weapon galore.
Title: Re: More mechs
Post by: Logorouge on December 19, 2017, 06:35:50 PM
The thread was just updated to remove the download links of the old versions for Penumbra and Alpha. I also removed them from the mech pack.
Title: Re: More mechs
Post by: Logorouge on October 14, 2018, 09:56:54 PM
In preparation for the Unlock Overhaul (2.500 update), here's an update for the Arsenal mech and the Mech Pack! (files at the beginning of the thread)

Arsenal has now been fused with the Blacksmith mech Grimm, gaining some new abilities and changing others.
The two biggest changes are that the mech can now forge itself new weapons at levelups and that it cannot use secondary weapons anymore, focusing all its power on main weapons.

Before you download this new version, please make sure you have the Unlock Overhaul installed (2.500 update) and remove the Blacksmith mech Grimm if you had previously installed it.
Relevant code has been added to Arsenal to ensure savegame compatibility.


If you'd rather not upgrade Arsenal and keep the Grimm mech installed or you got some MinibotSchematics error after launching the game with the new update, you can simply manually update Grimm by following these instructions:

-Find the "a_Logo_Perks.xml" file. (Location: Starward Rogue\RuntimeData\Configuration\GameEntity)
-Open the file with any text editor (even Notepad).
-Toward the end of the document, replace "MinibotSchematics" with "FamiliarSchematics".
-Save the change and you're all done!