Is there a definite number LURE can attract? Does it now have an effective radius as well?
No definite number and the radius depends on individual bugs (its the bugs that detect the lure and chose to attack it)
Is there a definite number LURE can attract? Does it now have an effective radius as well?
No definite number and the radius depends on individual bugs (its the bugs that detect the lure and chose to attack it)
Good morning world.... Oh crap.
Well this sucks. Sorry miners, I'll alert a programmer when I get my ass to work.
The black screen on mission start is so annoying and I get it like 80% of the time. So yes. Please fix it.
We have top men working on it right now.
Top... men.
Yeah, some more patch-note escapees... sorry about that. Please let me know if you find more.
+ Flying Nightmare did indeed get a radius decrease
+ LURE is no longer grabbing ALL the bugs in the area (The bugs attacking you can be attracted by the LURE but it is no-longer guaranteed) and multiple LURES do stack so you can distract more bugs by throwing more LUREs.
+ Platforms not sticking to machines is intended
+ The icon colours did get tweaked
+ White gunner class icon but green flares is intended
- Mactera projectile speed has not been increased but the Mactera are now better at switching targets which has made them more effective. Projectile speed increasing with Haz Lvl is intended and was in-game before Update 25.
- The tiny mineral veins are not something new we added, it is just a possibility of the cave gen system. If you are getting a lot more of them than before please grab a screenshot or video.
+ Removi...
Read morejust because you don't see an immediate fix doesn't mean it's not on our radar
Fair enough, but
KNOWN ISSUES: [a single bullet point]
This part does seem to contradict it to a degree.
Although it would be somewhat unfair to complain given the overall stellar quality of update, intensity of hotfixes, and volume of communication with community that GSG delivers, I can't help but notice that it'd be nice to take a look at some of those more serious fixes you're working on.
Specifically, I'm worried about the connection issues introduced in v25: black screens of death on mission start, desyncs of voxel maps and ingame objects, etc. Me and my mates have to reconnect or outright restart every second game due to that shit. It's not game-breaking, at least until it happens during a deep dive, which it hasn't yet, but it's highly annoying. And significantly raises our mission beer tab from all the ...
All of those things are on our to do list. With game-breaking stuff like the black screen on the top of it. The single known issue for Hotfix 4 is a new bug that was introduced with Hotfix 4.
That's not a bug - that's just the designers being mean.
He lies
Woops! Yeah it obviously slipped through the patch-notes, sorry about that. The mods were dropped from 80 to 40 and the base ammo increased from 140 to 160. Quick Fire ejector was also moved up to tier 1 (which is why it had that resource cost bug) . There were a few other tweaks as well to balance the various mod options in relation to each other. Like a buff to Recoil Compensator, an increase in base damage and a slight decrease in the Increased Caliber Rounds... I'll see about getting this and the other tweaks into the patch notes next time we do a hotfix.
Thanks, I'll take a look!
Happy cake day!
Yeah, I just kind of started writing as a joke and the pieces fell into place.
That was great, thanks!
This is awesome, thank you.
Thanks. Passed it on to a programmer.
I'm guessing enemies/allies appearing and disappearing, like some sort of hallucination due to the weird air composition of the zone?
Definitely worse than that.
Thanks for that.
Will that be at the expense of the EPC being nerfed ?
The EPC is getting fixed. It had some crazy stuff with ignoring armor, doing double damage, its aoe damage triggeres staying in the world for a few seconds after impact... It will of course feel like a nerf for those used to playing with it as it has been.
When the next update hits it will have a lot of new weapon stuff in it and baeed on our experience with releasing the weapon mod system and new weapons we'll be continually tweaking and rebalancing the weapons for some months based on metrics and especially player feedback.
just a thought but isnt it possible to detect their stuck state somehow and just management-sanctioned-emergency-teleport them back to a normal spot?a sort of if player has been in the same spot for X time and has been looking around/swining pickaxe, do check if movable? (or just blatantly cheat and if people are in one spot for X time ASSUME they are stuck and move them forward just a tiny bit so they are probably un-stuck? yes hillbilly coding is probably not the best idea but..its AN idea..)
I think that its actually a failed cave generation. As in, there are no normal spots. There is no cave.
AWYES. (also the drillers Subata 120?)
Also that :-)
I imagine dwarvelopping is a lot harder than most people think. I’ve found more error cubes than glitches of this magnitude so you’re doing something right! Keep up the great work!
Rock and Stone!
Yeah... That sucks, sorry. These things still crop up ocasionally and have been really difficult to eliminate completely.