Author Topic: .915 out -- Linux support!  (Read 3676 times)

Offline PattyG

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Re: .915 out -- Linux support!
« Reply #15 on: September 18, 2013, 11:52:39 pm »
I can confirm, the game runs in Ubuntu 12.10. I played a couple of missions and didn't find any major problems, just the things Pepisolo mentioned about the mouse and display. My display is 1366x768 and when I set it fullscreen it seems to be stretched, also if I change to windowed mode it seems to set the window to a specific size that I am unable to change. I'm not sure but it seems that this size set for windowed mode is what the fullscreen resolution is being set to, that is why it is being stretched.

Offline Misery

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Re: .915 out -- Linux support!
« Reply #16 on: September 19, 2013, 06:45:19 am »
Well, I dont have any Linux-related feedback, just some general feedback on the recent changes.

The new method of working out the difficulty levels with enemy health works out pretty darn well, actually.  It's interesting how it ends up working out;  enemies that could previously be defeated in one hit now take multiple, and many of them will now require some different tactics in order to defeat.   This also makes the really heavy weaponry, like some of the Epic Sniper stuff, have alot more importance, while weapons like machineguns are good for finishing off weakened foes, saving the bigger ammo for later.

This also had an effect on sentries and regen.  Previously sentries could often kill things themselves in one or two hits, which was starting to seem a bit overpowered.  That's no longer the case;  the only way to make that happen now is to use a whole pile of the things in one area.  Often though, a better use is to have one or two near difficult spots, aiming at the same enemies you're firing at, essentially boosting your damage level per turn.   Choosing where and when to use these isnt so easy anymore.   As for regen, I've found that with these changes there's little chance of going through a whole mission without taking some hits.  Depending on what you're fighting, and your surrounding, you're GOING to take some damage in many situations.  Having a big tanky guy with 80 regen really helps with that, depending on what I'm fighting.  My assault Exo is the one doing that right now, and it's great for dealing with things like TeslaBots;  I can absorb their damage, and step away to heal before other bots get a chance to fire.   Of course, this doesnt work whatsoever against heavy attacks.  Basically though, the regen felt OP as well in earlier versions, but I'm not finding that to be the case here.   It's now useful without being absurd.   Also, lower-range bots like SilenceBots can now actually get close enough to attack, which wasnt happening before.

The only real balance issue I ran into was THIS:  http://www.arcengames.com/mantisbt/view.php?id=12556   Which involves CommandBots.   They're the only ones I've seen that have balance problems in their current state.  Various other bots became alot tougher to kill, but not quite to the messed up state that those guys are at.

I dont think the overall difficulty of the mode has changed too much;  it goes up a bit since you have to use a bit more strategy and cant just rapid-fire enemy waves to death, so it has a much better flow to it, but it's relatively close to where it was before.   I'm not losing Exos much except for those times when I manage to explode them myself.  Really must stop doing that....


Finally, Overload is very interesting, but at the moment it's much too weak.  I got my science guy equipped with that since he has the highest trap level, but it only does about 90 damage to things, and only 14 to the Exo.   For the moment, not really worth using. The concept is great though, I can see what that'd be used for.


EDIT:  Oops, for some reason I thought Trap Level was affecting the Overload stat, I see it has it's own seperate stat.   Still applies though;  after noticing that I equipped stuff to boost it by a couple hundred, but yeah, meager damage, particularly for a sacrificial attack.   
« Last Edit: September 19, 2013, 09:30:01 am by Misery »

Offline x4000

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Re: .915 out -- Linux support!
« Reply #17 on: September 19, 2013, 08:27:08 am »
Misery: That is awesome, awesome news! :D  That is all basically what I was hoping would happen, as the enemies were just a bit too easy to pop before.

Noted on the two other bits of feedback there, I've marked the mantis one already and I'm sure Keith will swing by about overload.

Pepisolo and PattyG: Excellent news in the main, there.  Once we get our VM up, I'll see what I can do.  The cursor thing should be trivial to solve; just turning off the custom cursor on linux.  The screen being stretched is way more perplexing, and I'll have to see what I can find in a vm.  Thanks for testing!


Oh, and to the question about the slow loading thing going away: that never was affecting linux specifically, it was affecting windows and potentially all platforms on the newer versions of unity.  So that was something that prevented us from upgrading to the linux-supporting versions not just because it wouldn't do linux, but because we couldn't do even our existing platforms!  The loading of assets is actually not that much lower for Bionic compared to Valley 2 (where we had the problem) in terms of the initial game startup (total load over a session is a very different matter).  So my read is that it seems to be fixed, but that's one of the things that we're trialing right now, honestly.  If nobody is going "oh my word this is incredibly slow on startup now," then I think it's fixed.  It was really quite marked before.
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Offline keith.lamothe

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Re: .915 out -- Linux support!
« Reply #18 on: September 19, 2013, 10:32:01 am »
Finally, Overload is very interesting, but at the moment it's much too weak.  I got my science guy equipped with that since he has the highest trap level, but it only does about 90 damage to things, and only 14 to the Exo.   For the moment, not really worth using. The concept is great though, I can see what that'd be used for.
Ok, so do the numbers need to be 2x, 3x, or what?

To some degree it's tricky to have such things be useful at different health scales (on normal and on expert) but I suppose if the weapons can do it, so can this :)
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Offline Misery

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Re: .915 out -- Linux support!
« Reply #19 on: September 19, 2013, 11:01:49 am »
Finally, Overload is very interesting, but at the moment it's much too weak.  I got my science guy equipped with that since he has the highest trap level, but it only does about 90 damage to things, and only 14 to the Exo.   For the moment, not really worth using. The concept is great though, I can see what that'd be used for.
Ok, so do the numbers need to be 2x, 3x, or what?

To some degree it's tricky to have such things be useful at different health scales (on normal and on expert) but I suppose if the weapons can do it, so can this :)

yeah, that's definitely true about the health scales.

My thinking is, since it's a weapon that also can hurt the Exo quite a bit, it should be doing a bit more damage than a weapon with a similar level of attack stat would.  Multiplying it by 2 might be a good start, see how that works.   If it's doing enough damage to the Exo using it, and also if it's making that into "permanent" damage right away (didn't see if it does or not, but it's likely exploitable if it doesnt) then it's not likely to be something that gets abused for the heavier damage, and would be for dealing with difficult situations mostly.  Larger damage and hitting around corners should make it worth the shield loss.


Also, in relation to Overload, this bug:  http://www.arcengames.com/mantisbt/view.php?id=12567   It doesnt end the turn when used.

Offline keith.lamothe

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Re: .915 out -- Linux support!
« Reply #20 on: September 19, 2013, 11:20:07 am »
Ok, I'll adjust it to 2x sometime soon, then.

and also if it's making that into "permanent" damage right away (didn't see if it does or not, but it's likely exploitable if it doesnt)
It's not doing anything special regarding regen, and thus can be regen'd.  Damage reduction also works on it.  As does +shields, of course.  Why does regen need to not work on it?  Bear in mind that regen won't kick in until a turn you haven't taken damage.

But I do see how you could potentially play some very cheesy games indeed around a corner from a horde of bots, regening between each one.  Though with both the overload turns and the regen turns (which couldn't be overload turns, or they'd stop the regen) it seems like the bots would catch up to you pretty quick or you'd need to be running along a fairly long pre-cleared route.

I can make it just not regen-able at all, I suppose, which would create an interesting synergy between Damage Reduction and Overload.

Quote
Also, in relation to Overload, this bug:  http://www.arcengames.com/mantisbt/view.php?id=12567   It doesnt end the turn when used.
Already fixed it last night for 0.916, but thanks :)
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