Robert_GSG

Robert_GSG



18 Oct

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Damn. That kind of dedication is humbling. :)


15 Oct


10 Oct

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We'll have some more info on 26 available next week. :)

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Originally posted by SpudTheMagnificent

Raises eyebrows you tryin' to hint at something?

Maybe. :>


09 Oct

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Tom is a lovely lad.

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Brings a tear to me eye, so it does.

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Originally posted by EmotionalCrit

All these hotfixes and I'm still waiting for update 26.

edit: dunno why everyone took this as an offense. I'm just super hyped for the machine events. I'm not knocking anyone.

I gotchu. ^^

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Originally posted by Deetchy_

It was this or beers...

smiles knowingly More beers, you say?

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Originally posted by Lord_Polymath

Promotions now cost more? I've always thought it was stupid that promotions cost anything at all. A dwarf should be rewarded for getting to the promotion point in his career, not the other way around.

"Congratulations miner! Thank you for all of your hard work! Now, pay a lot of gold and minerals to get another star above your icon!"

Meh. I promoted each class once in order to play deep dives, but I'll not pay for it again.

Could have been better worded in the notes. Rather than just costing more, they will start cheap and simply get increasingly expensive. Early promotions are far less costly now.


08 Oct


06 Oct

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Originally posted by Zuthuzu

While we're at it, is there any hope for the better wardrobe? As it stands currently, cosmetic shoppe supports preview via mouseover, which is awesome and neat. But once you've bought the item, you're forced to do the tedious arrow clicking over and over and over again. It's frustrating.

There is. It's on our list. The wardrobe is probably one of our oldest living pieces of our code, and in dire need of an overhaul. xD

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Can't speak for the rest of the team, but I will in no way confirm or deny that I am indeed an enormous 40k fan.


05 Oct

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It is not implemented yet, but we are planning to implement a preview function for the cores.

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Originally posted by Wesley_H

I suppose it can be seen that way. I've played with volatile bugs twice in haz 4 and once in haz 5 so they were exploding close up most of the time since they move faster. The grunts are practically like exploders coming to us.

BTW, can the brief white flash when they explode be toned down or removed? It's quite hard on the eyes. Just having the greenish explosion effect seems good.

I'll have a look at the flash on monday. I doubt the flash is on purpose, though - it sadly sounds like an annoying bug we've been struggling to eliminate fully.


04 Oct

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Originally posted by Wesley_H

Gunner color hotfix much appreciated.

Wouldn't Elimination now clash with the yellow anomalies? Red was fitting for Elimination since it gave the dangerous dreadnought vibe.

Perhaps green for the anomalies, orange for warnings and Point Extraction back to yellow-green. Tough choices, not much options left on the color wheel ;)

BTW, what made volatile guts be in anomalies instead of warning? All the other anomalies can be seen as positive for the dwarves.

The reason for Volatile Guts to be an Anamoly, is because we see it primarily as a player advantage - unlike Exploder Infestation where they deliberately go for you, with Volatile Guts you should have a much greater chance to use the enemies to explode each other.


02 Oct

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Bosco skins, you say...what a coincidence... :>


01 Oct

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Originally posted by ryry1237

I worry that this may end up being one of those "much harder to fix than it looks" issues since it seems the flame is directly attached to the flamethrower, and fixing it involves detaching the two in addition to fixing whatever new bugs that will cause.

I've become accustomed to our programmers being able to work literal magic. Have faith, Miner.

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Originally posted by HickNamby

Rock and stone brotha! Also thank you for this game it's incredible. I'll be doing double exp missions with my unpromoted friends to get them there :)

Management approves of your efforts, Miner.

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I can't answer all of these, but some I can:

- Elimination and Point Extraction icon colors were changed to avoid conflict with the overlaying Mutator icons. The colors they are now are still up for debate though, and may well change again in the future. Same thing goes for the icons themselves. Things like these remain under construction.

- I've just changed the global Gunner-color into green. Expect it to go in with one of the next hotfixes.

- The Globe behind the mission terminal is a hologram and is obviously not solid. Any miner saying differently or claiming it was ever solid in the first place is suffering from space delusions and can expect a call from HR.