Robert_GSG

Robert_GSG



12 Sep

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...I can think of at least one fierce and already known species that are invading their territory...usually carrying large guns...

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Originally posted by yrianotto

YOU GET A HAT! As an extra bonus, we have something special for everyone taking part of the free weekend. For this limited time only, we’ll have a special, handcrafted, hot-off-the-forge helmet available in the nearest Accessory terminal (it’s the first one you see when you exit the personal pods). Remember that this is only available during the Free Weekend, so you’ll have to go grab it in the Accessory Shop, or you’ll miss it.

For a second after reading the title I thought us early purchasers might miss out

What kind of monsters do you take us for? :D


02 Sep

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Well, "0 meters" don't have to mean "surface". That's just sea-level. And on Hoxxes the seas are made of boiling acid. Probably a good thing you didn't dig up into one of those but into a mountain instead. Management has your back, Miner. Now get back to work.

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No, YOU'RE very cool!


29 Aug

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Originally posted by OhhHaiSenpai

Ugghhh idk how long I’ve been seeing this on my reddit now, but seriously the beard physics have me sold, going to look into getting it tomorrow when I wake up. Fricking BEARD PHYSICS. I can tell I’m going to love this game and it’s development team.

Glad to have you onboard, Miner. :)

Now get to work. We got quotas to meet.


28 Aug

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Originally posted by pancakeQueue

Is the promotion key a consumable or once unlocked is reusable?

It's a one-time unlock per dwarf. Promote once, you have the key for that character from then on.

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Originally posted by Baal_Redditor

Why is this awesome content locked behind a level grind, like most other games?

Basically, see it like our answer to how other games do late-game raids, that kind of thing. This is not meant for beginners.

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Originally posted by Wakizashi89

So i will get the bluepronts but will only be able to get the overclocks in update 26? Or do i miss something here?

There will be Overclocks in Update 25, obtainable from playing Deep Dives and earning Infused Matrix Cores. In Update 26, we will expand on the system to allow you to infuse Empty Matrix Cores through Machine Events you'll find during normal missions.

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Originally posted by GryphonKingBros

IT IS TIME, BROTHERS.

Q1) Are the deep dives locked to ONLY promoted classes or is it a minimum requirement to have at least one class promoted?

[Reasoning: This would lock people from playing certain classes which would be irritating]

Q2) Do all players need to meet this requirement to start a Deep Dive mission (similar to how the Tutorial terminal is locked in public lobbies) or is the host's status the determining factor?

[Reasoning: None of my friends have promoted any of their characters and I'm the only one with promotions]

Q3) Do you really think you can stop us from creating interdimensional rifts with our beards?

[Reasoning: Let's be honest, haunted caves are the LEAST of our worries]

All answers I give here are based on what currently is the plan and might change at a later point. But as of now:

A1) Only Promoted dwarves can go on Deep Dives. If your Engineer is Promoted and your Scout is not, you need to be on your Engineer to join a Deep Dive, or go level your Scout instead.

A2) All team members need to be on a Promoted dwarf. Only Promoted dwarves can go on Deep Dives and a Deep Dive will only be allowed to start once all team members are on a Promoted dwarf.

A3) No. We do not. And we live in fear.

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Originally posted by pancakeQueue

If machine events require a promotion key, guess I won't be promoting my dwarves until Update 26.

Promote away, we'll make sure that this won't be an issue.

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Originally posted by CombustiblSquid

Super hyped now. Finally, tons of more stuff to collect and customise. But we still don't have a release date :(

"Late September" is as precise as we can get right now.

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Originally posted by plagues138

Dear gsg.

I love you.

Dear plagues138.

We love you too.


11 Aug


09 Aug

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Brings a tear to my eye, it does. :)

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He'd have to be an exceptionally cool guy to do that.


09 Jul

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Originally posted by CosineDanger

If every beard fiber is eventually simulated to the atomic level that's fine, but rough-hewn rocks and dorfs that match their natural habitat are a fine artistic choice.

I'm not attached to the current look of glyphids.

Fewer small floating or oddly pointy bits left after mining would be nice and that might be sorta like a smoothing algorithm maybe?

That has nothing to do with smoothing on meshes as such, but it's something we'd like to fix in time regardless. The little mesh bits you can get stuck on are very annoying.

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Originally posted by TheDiscordedSnarl

... I heard this in Management's voice...

I was going to ask if smoothing would increase framerate because of less polygons (or if smoothing just hides them better, being completely programming-illiterate), but I guess it's a moot point if no smoothing is supported at all.

Edit: "Mesh" for maps? Usually when I hear the word mesh it's used for figures and characters only. So the caverns are generated by taking a shape (say a big cube) and just twisted and deformed before all the other stuff is added?

"Mesh" basically refers to any 3D model - characters, weapons, enemies, and even the ones the maps themselves are made of. And no, smoothing doesn't add or remove polygons - it just alters the way light interacts with polygons in general.

And it is canonically correct to hear every comment I make in Mission Control's voice. :>

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Fixed and thank you!

Keep 'em coming, guys. As a bit of a grammar pedant, I want all typos gone.

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The procedural generation isn't my department, so can't say much too much about it. I do know that we are always working towards reducing the cases you speak of though.

The shading though, I can comment on that: It's a good suggestion, but it's not an issue of phong shading at all. All our models are actually exported with full smoothing turned on, which we then turn off directly in the shader applied to them within Unreal. It is solely an artistic choice - there is nothing keeping us from having smooth models if we so choose.

The actual reason behind it is partly technical: The way we generate the mesh for the actual levels does not currently support any smoothing at all - and so we decided to make that a stylistic rule rather than something we had to fight or try to hide.

I dream of a sort of middle ground where things get smoothed up until a certain angle. We might revisit this later, but there are no plans for it right now.


27 Jun

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Originally posted by torbjorn_bradda

Hey, if there's a style that appeals to you and the design team approves then you put it in >> no question! But I'm always looking for that cultural thread for what makes the style and subject matter go so well together. Like the Lotr dwarf helmet was just begging to be used. And perhaps there's a bit of starship troopers in there as well, at least I'd assume so.

Honestly, I think the knit cap might not have any particular reference to it other than "knit caps are cool" :D