Not exactly, and I suspect that one would be hard to time a support fleet for, but a good guess nonetheless :)
Excellent catches both!
Sharp eye, kudos :)
Ah yeah no embarrassingly enough *I'm* in the driver's seat for that
Yep as always! Still a bunch to do, in all honesty; the (non-main) story stuff in this update is shaping up to be quite substantial :)
Oh no it IS my flagship!
(Hmm, now that you mention it, yeah, they're particularly good at this. Definitely custom, one of several "decently well-built human fleet using some of the more interesting tools available to the player" encounters)
I need to tweak the build I think; it loses to these Auroras (the one that shot the quadruple Reapers...)
How playtesting is going:
Ah, cool, ty!
Niiiice :)
(Vulcanus?)
I very much enjoy option 3 - "like a goblin sized cabbage" - for all intents and purposes looking like a strictly-worse, more panicked version of option 2, that is SO on-goblin-brand
It is #GoblinFriday!
Diving (back) into the third scenario "The Small Escape". It starts w/ Wormsy escaping from a caged wagon. Or not.
I'm diving in & fixing anything broken, slightly broken, or annoying.
Example: big gob of weird execution order/timing problems at game start (more in alt text).
These guys turn 2 today.
<3
Contacts with easier bounties, survey/analyze missions, possibly the easier public bounties, system-wide bounties, exploration, smuggling, etc!
(Ooof!)
Apparently, the fix for the <local4> crash that's been happening for some people is to uninstall "Intel Graphics Command Center" (which is apparently outdated?) and update the graphics drivers.
A bit more info here:
fractalsoftworks.com/forum/index....
You could definitely stack those things, but is this a problem? I'm not sure that "overload repeatedly" becomes some kind of OP strat as a result, like, it's still a bad state you want to avoid, no?
Well PA was fairly bad at reducing armor damage, in practice, so I don't think so in general - it just wasn't really worth taking on low-tech!
Hi! A lot of what we're doing is (non-main) story stuff so it's just harder to find something interesting to write about that's not also spoilers :) But yeah, working on stuff, hopefully soon(tm)
Yeah, I can see that - I mean, can easily make sense conceptually, but in terms of signaling the skill effects to the player, not so much
(I mean, could def do that! But just in general I'm not feeling it being more-or-less "Impact Mitigation, but with more fancy math"...)
I think this actually highlights an issue with the original skill - the 50% bonus sounds like a lot, but it's actually rather weak in practice - you're substantially better off with Impact Mitigation for that, for example. Though you could of course take both, but it's just not that helpful!
(Happy to chat via DM, but I feel like so little of any sort of experience here transfers over easily, it's all very "who knows" and "depends on how it goes" etc)
That does sound like fun!
To be fair, I didn't change the fleet-spawning code, so that'll just be the case for a certain level of difficulty (in which you could choose to remain)
Hah, yeah. Just old code/design that took me a while to really think about again!
It's based on which bounties you actually complete. Let's say for example there's 3 bounties, one slightly easier, one slightly harder. The one(s) you do will contribute to the average difficulty that's offered going forward
Yeah - it's just easier to hit on something that works with "4 Paragons with officers" than with a wider fleet with more ships than officers and harder choices to make, imo
(I'd say if anything, capitals are probably easier to build for high-difficulty fights, honestly!)
(Yeah, PA is a tough sell right now, that's for sure. And conditional mobility feels more interesting than "brick more brick")
Right, yes! So with this change you can push the envelope of that without getting locked out by just the mere fact of having done "too many" of the bounties and having them scale beyond what's doable
Hmm - I mean, that's fair, there are other considerations! But if a bounty is *too difficult*, you're still not going to pick it, and that's largely what this change is about, giving the player more bounties they can actually do