Robert_GSG

Robert_GSG



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.


27 Sep

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Ew, never noticed this before. I've sent the issue on to the relevant people, that is obviously not intended behavior. Thanks for pointing this one out.

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Originally posted by MikeSeth

The depth on the loading screen goes the wrong way, the deep dive exit pods can land on resupply pods, Bosco sometimes ignores leeches when they grab, and feels like engies turret ignores targets sometimes.

I did my part! :D

Management appreciates your diligence, Miner!


26 Sep

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For the moment, it grants you nothing beyond bragging rights.

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Every team member has to join with a promoted dwarf.

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Originally posted by stalefish57413

Forgot to say thanks. You know in all the excitement :-)

Right back at you ^

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Originally posted by stalefish57413

Super excited for Update 25. Left work early today to be able to play.

Anyone got a link for the patchnotes so i have reading material while i wait?

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Psst. It's out!

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Originally posted by ElQunto

Awesome!!

...Just noticed a bug though: In the space rig theres a collision issue. You can walk in the air in the Top hangar.

Yeah, we just noticed too. xD It'll be fixed in the first Hotfix. :)


18 Sep

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Yeah, we're actually looking into this - can't give you any timeframe, but I'd say chances are high for some nice improvement on this.

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Originally posted by TheDiscordedSnarl

Yeah, unfortunately there's no way to mute u/Robert_GSG (who is the voice of Management) :P

On the other hand, maybe add an option to do so for those who want it? That's not a hard toggle to add... and if dwarves don't want to listen to Management's warnings, they're going to get what's coming to them in the mines... ;)

I will not be silenced. (But I WILL send the request on - it's not an unreasonable one.)

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New Mutators, and a little tasty something-something to find during normal missions - keep your eyes open. We'll have a big chunk for non-prestiged players in the NEXT update though: Machine Events.