Author Topic: New version .862 (Combat And Tutorial Tweaks)  (Read 1141 times)

Offline x4000

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New version .862 (Combat And Tutorial Tweaks)
« on: April 14, 2014, 12:33:16 pm »
Release notes: http://arcengames.com/mediawiki/index.php?title=The_Last_Federation_Alpha_Release_Notes#Alpha_Version_.862

Restart steam to force a quicker update if you like.

Overall no great shakes here, but it does clean up a few things that I wanted to get out sooner than later.  The press builds have now gone out, so core cleanliness matters a lot now.

This also does have some balance tuning for the combat which really affects things majorly if you get substantially further into the game or have a high difficulty set.  I'm mainly referring here to pirate interceptors no longer being OP against you, and to the "card swapping" mechanic not being so OP on your end of things.  But also, the cheaper tech costs for your UNI ship class upgrades are pretty notable.

Enjoy!
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Offline topper

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Re: New version .862 (Combat And Tutorial Tweaks)
« Reply #1 on: April 14, 2014, 02:23:15 pm »
The "an ability gets replaced after its ammo is all used up" feature has been toned WAY back for balance reasons.
For most abilities, there is now a 30-turn cooldown timer on them before they get replaced.
For operation-slot abilities, they do not get replaced at all during that battle.

That is a big balance change, but probably for the best  :P

We might need a separate button for "Customize Ship then Start mission" for combat missions now.

Or just have the ship still be customizable before the first turn of combat starts.  <----- please do this  :D
Mantised!

« Last Edit: April 14, 2014, 03:10:17 pm by topper »

Offline Mick

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Re: New version .862 (Combat And Tutorial Tweaks)
« Reply #2 on: April 14, 2014, 02:46:14 pm »
Some of the special abilities seem pretty strong, do we really need to have the mechanic to destroy incoming fire with them? That whole features always seemed like kinda a balance cop out to me, and just seems... odd.

I understand part of the motivation was to help counteract the fact that you can't move during that turn, but I question why that restriction has to be there to begin with. It seems like special abilities would be balanced fine if they simply didn't allow you to fire a regular gun that turn, along with the fact that they have limited ammo and a cooldown. Thus, you could *always* put in a movement order.

EDIT: And frankly, getting rid of the projectile killing ability of the specials would mean one less thing you'd have to explain in the tutorial text overall, which is already pretty dense with info.
« Last Edit: April 14, 2014, 02:48:49 pm by Mick »

Offline x4000

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Re: New version .862 (Combat And Tutorial Tweaks)
« Reply #3 on: April 14, 2014, 02:54:36 pm »
That sort of "screen clearing" ability is pretty common in various SHMUPs.  It's a pretty important concept and gives each ability a dual purpose -- do I blow this ability that I want to use in another way just to avoid probably dying from these projectiles, or do I do something else?  Etc.  Anyway, I don't have time or inclination to change it at the moment; for good or ill, depending on your opinion, that feature is there.
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Offline Hyfrydle

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Re: New version .862 (Combat And Tutorial Tweaks)
« Reply #4 on: April 14, 2014, 03:22:29 pm »
I for one like the shot destroying ability it's saved my life on numerous occasions.

Offline Tridus

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Re: New version .862 (Combat And Tutorial Tweaks)
« Reply #5 on: April 14, 2014, 04:20:42 pm »
It's a neat touch. It's also useful since you can't give a move order and use an ability. Without it you'd be a sitting duck.

Offline Misery

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Re: New version .862 (Combat And Tutorial Tweaks)
« Reply #6 on: April 14, 2014, 06:35:35 pm »
Taking out the "bomb" effect of abilities would not be a good idea, at least by my book anyway.

I dont know how it is on Normal, but for the higher ones at least, most abilities would become completely unusable without that effect.  Or, I guess I should say, completely suicidal.

Very specific abilities perhaps... "operation" types only, probably... would still work, because you could head past the outer edges of the battlefield, and THEN use it, and then dive back in.... but everything else wouldnt be at all viable.

Offline gonekrazy3000

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Re: New version .862 (Combat And Tutorial Tweaks)
« Reply #7 on: April 14, 2014, 06:47:24 pm »
Please don't take away my bullet-eater effect :( They're my favorite part
of the combat. Specially when you need to decide whether to blow the ability
to not die or save it for when you actually need it. the tension is
glorious! don't take it away! :(

Offline Mick

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Re: New version .862 (Combat And Tutorial Tweaks)
« Reply #8 on: April 14, 2014, 06:56:42 pm »
Well it's moot really since it's not going to be changed regardless, but my argument was to remove the movement restriction entirely if taking away the bomb effect.

I disagree that it's really much of a strategic choice, because most of the time you're getting the benefit of the ability AND the bomb. A real strategic choice would be an either/or type of thing. Such as having the projectile bomb be an actual special ability in and of itself, and having all the abilities use of some kinda energy like resource. Like say you have three units of energy, and most abilities use up one unit, and once you run out, that's it. Tech could increase that cap as you get more powerful - that kinda thing.

As I said though, it's moot, it is how it is. Just my opinion though, the projectile bomb attached to every ability is weird.

Offline topper

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Re: New version .862 (Combat And Tutorial Tweaks)
« Reply #9 on: April 14, 2014, 10:15:15 pm »
I am getting the crash on load again with this version  :-\

It definitely is Avast doing it.

What folders does the game access other than
C:\Program Files (x86)\Steam\steamapps\common\The Last Federation\

When I add the whole Steam folder to the exclusions list, the game runs again, but not with just the above folder anymore.