Author Topic: Starward Rogue -- AuGMENTED testing feedback thread  (Read 971 times)

Offline Misery

  • Global Moderator
  • Core Member Mark V
  • *****
  • Posts: 4,057
Re: Starward Rogue -- AuGMENTED testing feedback thread
« Reply #45 on: January 19, 2018, 05:18:51 AM »
Before I forget:  The Meteor Hammer module, some really weird stuff happens if the thing hits a vent or whatever those things are called.

I don't know if that's a "bug" really or just a bizarre interaction, but wanted to mention it before I forget.

Offline Pepisolo

  • Global Moderator
  • Master Member
  • *****
  • Posts: 1,427
Re: Starward Rogue -- AuGMENTED testing feedback thread
« Reply #46 on: January 19, 2018, 10:16:20 AM »
Quote
Challenge accepted. Now I will built a max missile capacity build so I can hit the cap.

That will certainly be a challenge! You should be able to get into the 20s easily enough. I think getting 40, or whatever the cap is, I think it's 40, will rely on certain items dropping, though. For example, you'd have to get More Munitions and Manifold Munitions.

Quote
At 42 it should switch in the old version of the Epic Siege's Plasma Cannon from Bionic. With all possible aoe-size buffs.

That cleared floors.

That sounds like fun! :) I actually quite like the idea of stuff like this, do X and then certain weapons power up to some other weapon. Stuff like that.

Quote
Before I forget:  The Meteor Hammer module, some really weird stuff happens if the thing hits a vent or whatever those things are called.

I don't know if that's a "bug" really or just a bizarre interaction, but wanted to mention it before I forget.

Hmmm, I'm not sure. I don't think I've seen that before. Hopefully it's just an odd cosmetic thing that doesn't really matter than much. I'll look out for it, though.

Offline crazyroosterman

  • Master Member Mark II
  • *****
  • Posts: 1,555
  • Cluck.
Re: Starward Rogue -- AuGMENTED testing feedback thread
« Reply #47 on: January 19, 2018, 04:03:13 PM »
forgot I made that post btw I've changed my mind about that launcher I still don't like but I don't think its ACTUALY bad in any way it just doesn't jell with what I like to use missiles for (breaking those hardened blocks and interrupting boss bullet patterns when I'm feeling over whelmed)
same for most of its kit really the shotguns fantastic but I just prefer the way faster firing weaponry feels In this game over all. 

I'm really not convinced by the turrets though they felt really underpowered to me in my last session
haven't realy done any toying around with the fact they block bullets though might end up changing my mind on them as well if that functionality works well for me.
c.r

Offline Logorouge

  • Sr. Member Mark III
  • ****
  • Posts: 448
Re: Starward Rogue -- AuGMENTED testing feedback thread
« Reply #48 on: January 19, 2018, 09:13:26 PM »
Before I forget:  The Meteor Hammer module, some really weird stuff happens if the thing hits a vent or whatever those things are called.

I don't know if that's a "bug" really or just a bizarre interaction, but wanted to mention it before I forget.
It's a weird-looking interaction but it's normal. The vents send the different parts of the hammer to random vents (like usual) and the hammer returns to the user no matter what, resulting in a chaotic display.
___

I had a bit of feedback and suggestions:

-Mystery Missile Crate/Used Battery/Random Buffet: Don't work with Redshift. Timing problem?

-Rogue Communicator: The size of the explosions is a bit small.

-Random Buffet pickup: Remove empty stats space.

-Flux capacitor pickup: Remove empty stats space too.

-Reflex Amplifier pickup: Remove irrelevant stats display.

-Spike Switch: That new art looks like something I'd want to activate. It's perfect.

-Defense leecher pad: Also like the new look.

-QuadPuzzle room: It auto-resolved? Don't know why.

-Crystal Beamer: Cost, 60 -> 70cr. It's just that good.

-Jump or Jumprope room: Square -> SquareNE. More variety for SquareNE, less repetition for Square. It's win-win.

-Armada (secondary): The flight sfx of the bulletships seems unnecessary and quickly leads to sound silencing.

-Paladin mech: Both the blade and the shield are wonderful to use now. Great (future) update. But the projectile part going through walls feels like overkill, even though it makes sense thematically.

Offline Pepisolo

  • Global Moderator
  • Master Member
  • *****
  • Posts: 1,427
Re: Starward Rogue -- AuGMENTED testing feedback thread
« Reply #49 on: Yesterday at 12:28:11 PM »
Quote
-Mystery Missile Crate/Used Battery/Random Buffet: Don't work with Redshift. Timing problem?

Ouch, those Red Shift edge case problems can be pretty tricksy to fix...but fortunately, I seem to have found a solution. The solution is not super ideal, as you will have to progress time for the buffs to kick in, but they work at least. So we currently have the health buff that kicks in immediately, the other buffs need to have time progressed to for them to kick in. Plus, the nicety of filling the energy tank when you get an energy buff doesn't work correctly, but these are such minor issues for such a crazy mech that things are just about fine -- messing with time can cause weird things to happen I guess!

Quote
-Rogue Communicator: The size of the explosions is a bit small.

I'll leave this for Goldenwolf to take a look at.

Quote
-Random Buffet pickup: Remove empty stats space.

-Flux capacitor pickup: Remove empty stats space too.

Yeah, I'm not actually sure we can remove those without engine work (investigates)... actually we can, phew. Basically, rather than using on_pickup_grants_ship_system you need to use <modifier target="OnPickupGrantToPlayer" type="TemporarilyGrantSystem" />. Systems that use on_pickup_grants_ship_system are treated as weapons, which always have a stat block. Or something like that! Anyway...fixed! :)

Quote
-Reflex Amplifier pickup: Remove irrelevant stats display.

Fixed, thanks!

Quote
-Spike Switch: That new art looks like something I'd want to activate. It's perfect.

-Defense leecher pad: Also like the new look.

Nice!

Quote
-QuadPuzzle room: It auto-resolved? Don't know why.

I think I've fixed this, but it's super awkward to test, so I'll just leave my fix in and hope that it works, which it probably should.

Quote
-Crystal Beamer: Cost, 60 -> 70cr. It's just that good.

Changed, thanks. Feel free to make any credit cost adjustments your self, as I only did one pass on the costs, and any changes you want to make will probably be good.

Quote
-Jump or Jumprope room: Square -> SquareNE. More variety for SquareNE, less repetition for Square. It's win-win.

Change those from being in Square to being in SquareNE? Seems good, I don't think Draco will mind if I change that. Fixed!

Quote
-Armada (secondary): The flight sfx of the bulletships seems unnecessary and quickly leads to sound silencing.

I haven't noticed any problems with that, but if it's causing sound to cut out then, yeah, I'll remove it. Cheers!

Quote
-Paladin mech: Both the blade and the shield are wonderful to use now. Great (future) update. But the projectile part going through walls feels like overkill, even though it makes sense thematically.

I think that removing the ignoring walls is going to complicate the implementation a bit more which will cause some extra work. If it's really too much then we can look into removing it, but there aren't any mechs that start with a weapon that ignores walls so it seems like an interesting thing for the Paladin. Plus, the phantom blade projectile is actually one of the weakest starting main weapons, I think, (if you don't use it to melee with) so if a mech starting with an ignores all walls weapon is going to work, then it's most likely to work for the Paladin.  So, perhaps we'll give it a bit more testing time?

Thanks for the feedback! Oh, I'll commit these changes to SVN pretty soon, probably. :)
« Last Edit: Yesterday at 12:32:09 PM by Pepisolo »

Offline Logorouge

  • Sr. Member Mark III
  • ****
  • Posts: 448
Re: Starward Rogue -- AuGMENTED testing feedback thread
« Reply #50 on: Yesterday at 01:21:17 PM »
[...]
Jump rooms: Just one of them is to transfer actually, for a nice spread of puzzle rooms.

RedShift: I think your fix sounds perfectly reasonable. I doubt anyone will mind that you to let a moment pass for the effect to kick in. It's similar to chests, so Redshift players should be pretty used to it.

Paladin: You're right. More testing time would be good.

Thanks Pepisolo!

Offline Pepisolo

  • Global Moderator
  • Master Member
  • *****
  • Posts: 1,427
Re: Starward Rogue -- AuGMENTED testing feedback thread
« Reply #51 on: Yesterday at 06:17:48 PM »
Jump rooms: Just one of them is to transfer actually, for a nice spread of puzzle rooms.

Doh! I moved both over. I'll move one back then! :)

Yeah, that Redshift fix should be fine. Making a better fix than that would probably require engine work, but it's not really worth it for a fairly trivial edge case problem.