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Post by rob on Feb 4, 2015 14:24:27 GMT -5
Greetings, my Brave Testers! Welcome one and all to build 130!
* Add Stim Packs and Neurodrips * Rename some power cells * Show correct powercell bonuses for item level > 1 * Buff Corsair's DPS & rear shield * Add new laser sounds for player guns * Increase spawn rate of war materiel quests * Rework the guts of changing tank class
This week we added two more powercell-like buff items. Stim Packs last for one hour, while Neurodrips last for a week. Otherwise they function just like Power Cells do. Currently there are just one of each; the Atomic Surge Stim Pack drops when you spawn subcommanders in yellow (10%), orange (20%) and red (50%) regions, while you must construct the Cyboxalane Neurodrip from minerals.
I renamed the powercells that had been named after minerals, but I'm not super happy with the results and so I'll likely make another run at them in the future.
I mention that we did some internal work on changing tanks only because there is currently an annoying visual artifact with the health bars when you switch. We plan to address this in the next build.
Plans for next week include gating the shield slots: you'll need to achieve certain levels before they unlock. This will be similar to how module slots work. I'm also hoping to get a new green-region subcommander built. Farther in the future, we plan to introduce more per-tank installable equipment.
We greatly appreciate your help with Grid12. Without testers we wouldn't know whether the game was any fun! So, thank you!
Rob & Tim Jetbolt Games
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Deleted
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Post by Deleted on Feb 5, 2015 0:24:49 GMT -5
Every buff in the game so far has referred to tank upgrades (augments, modules, power cells, etc.), but stim packs and neurodrips seem to be items that would be used by drivers.
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Post by rob on Feb 5, 2015 6:02:48 GMT -5
Indeed, Cardz. Stim Packs and Neurodrips are not parts of your tank, since you don't lose them when you die. Imagine a driver jacked into a cybernetic control matrix, remotely controlling tanks in a faraway semi-virtual grid. If you could directly affect the driver's central nervous system, you could increase performance.
Since Power Cells work the same way, we should probably rename them to something that sounds more like a personal upgrade than a mechanical one.
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Deleted
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Post by Deleted on Feb 6, 2015 2:34:18 GMT -5
I finished a war materiel quest and got a protomodule. Has it always been in the drop table at a really low rate or is it a bug?
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Post by Crunch on Feb 10, 2015 13:09:58 GMT -5
Possible Bug: Subcom event did not spawn at 90% clear, in green region.
Description: While clearing a green region, Subcoms (drills) spawned at 75, 80, 85, and 95 percent. The regular interval was somehow skipped or missed at 90%.
Steps to repro: I'm not really sure, tbh, but I have a possible lead. Within one or two kills of hitting 90%, a supply cache was spawned. I suspect that the cache was spawned at exactly 90%, but I didn't check until the region was 90.44% cleared, so it's impossible for me to be certain about that. Is it possible that spawning a cache could cause the Subcom to be skipped if they are (would be) triggered simultaneously?
If this isn't the case, I'm unaware of any other factors at play. Also, I feel like we've spawned subcoms and caches at the same time, before. But, since it's not the type of thing I would naturally have reason to remember, I can't say if this actually works or not.
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Post by rob on Feb 10, 2015 14:50:42 GMT -5
When a target area such as a subcomm is to be placed, the system chooses 100 random locations and checks to see if there are any fortresses in them. It picks the location that has the most forts in it. Thus it's possible that none of the locations chosen have any forts in them. If this is the case, it just skips placing the subcomm.
Obviously this is not the world's smartest subcomm placement strategy, but unless this sort of thing gets really bad, I think we'll just live with it for now.
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Post by rob on Feb 10, 2015 14:51:48 GMT -5
Tim found the protomod bug; it was in some new code we pushed last week. Thanks everybody for the bug reports!
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Post by Crunch on Feb 10, 2015 19:41:01 GMT -5
When a target area such as a subcomm is to be placed, the system chooses 100 random locations and checks to see if there are any fortresses in them. This is a much more plausible explanation than what I was thinking. Also, this region's remaining enemies were densely packed, which I'm sure exacerbated the underlying issue. Thanks for the explanation.
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Deleted
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Post by Deleted on Feb 11, 2015 4:39:15 GMT -5
Wouldn't it make more sense for a quest area to be chosen to cover the most possible fortresses?
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aesc
Very Brave Tester
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Post by aesc on Feb 11, 2015 6:39:31 GMT -5
There seems to be a bug regarding the amount of augments lost after death. The death screen shows -8 if you die with 15 augments, but if you check your stat screen afterwards, you're left with 9.
About quest loots, augments in particular seems pretty rare now. Your most reliable sources for them are convoys and green/yellow caches from what I've seen, but you can't reasonably be doing convoys for augments for every tank(and having to kill them in a particular region is also annoying), and caches needing to be at 25% before they'll spawn also limits their reliability(right now, there are 3 regions which can spawn caches, and none of them actually have any at the moment). Maybe let signal beacons drop them? I don't think yellow route clears will drop them currently, so maybe that?
Trailblazer also has a hard time getting any augments now that you have to pick up the loot with it.
I'll also just say that the current dungeons feel too tedious for the loot they give. They haven't gotten much harder, but they take up significantly more time, which makes me ignore them now.(Though shields are still rare enough that some people might not mind)
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Post by tim on Feb 11, 2015 12:35:57 GMT -5
There seems to be a bug regarding the amount of augments lost after death. The death screen shows -8 if you die with 15 augments, but if you check your stat screen afterwards, you're left with 9. About quest loots, augments in particular seems pretty rare now. Your most reliable sources for them are convoys and green/yellow caches from what I've seen, but you can't reasonably be doing convoys for augments for every tank(and having to kill them in a particular region is also annoying), and caches needing to be at 25% before they'll spawn also limits their reliability(right now, there are 3 regions which can spawn caches, and none of them actually have any at the moment). Maybe let signal beacons drop them? I don't think yellow route clears will drop them currently, so maybe that? Trailblazer also has a hard time getting any augments now that you have to pick up the loot with it. I'll also just say that the current dungeons feel too tedious for the loot they give. They haven't gotten much harder, but they take up significantly more time, which makes me ignore them now.(Though shields are still rare enough that some people might not mind) Thanks for reporting the augment death bug. This will be fixed in today's push.
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Post by rob on Feb 11, 2015 13:41:12 GMT -5
Maybe we should add augments to the "discovery" prizes, which Blazer drivers tend to get a lot?
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Post by Crunch on Feb 11, 2015 14:17:06 GMT -5
Maybe we should add augments to the "discovery" prizes, which Blazer drivers tend to get a lot? I think that would be a good start. Right now, I think augs could be a bit more plentiful, in general. One thing, in particular, that I've been thinking about is having augs drop in a manner similar to minerals. I.e. the region dictates the primary drop, but there is a slight chance of getting drops which correspond to other region types. It's currently feeling tedious to remax your tank, as you can't make any progress on stats outside of the region you're in. It doesn't feel good to make progress in a region, if you have that particular stat maxed, while others are still wanting. However, bouncing from region to region, for the sole purpose of grinding out augs, also feels counter intuitive for some reason. I've been trying to let my familiarity with the old system wear off before I put my foot in my mouth with biased reviews, but I think that aesc is right.
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