I am really enjoying the game I I'm a little stuck My old game from the previous version would not load. so i started a new game but i missed a event or trigger for an event about uniform discipline i had it only my old one but i am not sure how i missed it any suggestion?
I think I kept the walkthrough pretty up do date. There should be helpful information there (not sure exactly where you are in the game). It's linked to the main game post.
thank you it is really detailed. i am at the part were i need the Ponygirl uniform as well as pet training (trying to access the dome.) but for some reason T'Ris wont go to pet training what do her stats have to be
i was thinking about restarting to see if there was a step I missed
If I sub for only one month on patreon, will I lose discord access when my sub expires? Discord is my main method for keeping up with games, so it would be nice to get access to that.
regarding Discord, it is available for all paid patron tiers, even the $2 one.
I decided to have discord only for paid patrons to have one level of authentication for all discord members via the Credit Card so to speak as free discord tends to get swamped by bots
Gotcha, but if I sub for $2 for only one month, will I be removed from the discord after that month or can I stay in the discord forever after that? Some discords have bots that check if you are still subbed, and kick you if you aren't.
at the moment the channel management bots are checking the active existence of either subscribe star or Patreon subscription. They clean up in a comparatively short timeframe after expiration.
if you select new game, you can choose from a number of restart points with different levels of progress. Just use the latest one and many things are already unlocked.
- Torpedo Array MkI gives the same aoeEffect, with Torpedo Array MkII (with no addons)
- Torpedoes Photon and Neutronic have aoeEffect when the should not
- Nephilim projector (strange bug): during the battles, subunits get destroyed (without taking damage to the shield or the hull plates). When the corrupted machines/torpedos attack their masters or their wrackege, the damage gets reflected to the Bumbling Bees subunits.
- Nephilim projector & Kigal's Wratch: If an "underverse effector is added, during the battles the game warns of a missing icon "03_minigames/ico128 ITMAddOnUnderverse.png"
- "AI vs Chaperones". "Carnelian Inc. Explorations might yield such cores. The Advanced Assembler Drones in The Waystation System also can yield them."
The loot in "Assembler Seeker Drone" only has ("ITMCarbonFiberSpools", "ITMNanotubes", "ITMPodNano", "ITMCarbonPowder", "ITMNanotubes", "ITMComputer", "ITMPodEnergy", "ITMOreChtonium") as items. "ITMAICoreElite" is missing
- When visiting Moira as pirate at 22.00, after the event, the time is set to 00.00 but the date remains the same.
- preferred torpedos does not work. (120_classes_sandbox.rpy)
- Torpedo Array MkI gives the same aoeEffect, with Torpedo Array MkII (with no addons). (120_classes_sandbox.rpy)
- Torpedoes Photon and Neutronic have aoeEffect when the should not. (780_combat.rpy)
At the bottom I modified a bit the loadOutTimer in order to load Photon and Neutronic torpedoes in 2 cycles instead of 3... since those should weight less than the other monsters khelhara should need less time to load them.... :)
- on/off button to load lower priced torpedos first, instead of the default (during the battles) .
- A help button to call khelara in torpedo reload (during a battle), if assigned ordes was repairing. Only once a day (single battle) and penalty can be money, stress or favorite points, or all three of them.
- Khelara : when she gets the "Underverse data core", she can come with a miniquest of modding Launcher MkII, Voron Nova Distruptor and Voron Shields to allow them to aditionally accept Underverse effectors (when you give her an effector)...
e.g.
Launcher MkII: +15% Aoe with each module (1 to 3 torpedoes + 1 AOE + 2 to 4 effectors)
Nova Distruptor: +15% AOE and +5% damage leech to the shields with each module (1 AOE + 2 or 4 effectors)
Voron Shields: +1 cloacking ability with each module (max 4) (3 cloacking modules + 1 to 3 effectors)
Without the original modules AOE or cloacking, the effectors have no effect.
...the subsys images/names/prices remain the same. In the system maintence interface only, you could add a pink surrounding glow when the effectors are added (similar to overchargerd component), or better add a pirate logo above or bellow (e.g. a skull or an X shape with bones) since they were modded by former pirate... :)
Actually, I liked your code a lot. Polished and well organized.
----------------
The only thing I would change is the way loadOutTimer works to allow different load times for different weapons/torpedoes/mines.
Now it is decreasing 3 turns and load when 0. I would change it to 1 and when 0 await loading... If 0 check the returning weapon before loading:
"110_classes_core.rpy", line 2354, code
GAME.ship.equipAddOn("launcher", torp.ID, i)
then depending on the returning weapon you set the turn number to reload
e.g now if mines, +1 turn if low end torpedo, +2 turn if hi-end torpedo and so on...
and then you issue the load command and reset the loadOutTimer to 1
---------------
about torpedos: Since I did not see an ""AOE": 1" in those (205_init_items.rpy) I guessed they should not have AOEeffect, although it seemed strange for "ITMArmageddonCore". By the way "ITMEMPPod" and "ITMAttractor" existed in previous versions and were removed, will be added later or is forgotten code?
Some other things that did not ask/report earlier, since I did not know if they are bugs or intetionally desinged that way:
- "ITMTorpedoVoronMkII" and "ITMTorpedoHellcore" have both C_ENE*40. "ITMTorpedoVoronMkII" shouldn't have C_ENE*39 ?
- "ITMTorpedoVoronMkII" cannot be bought anywhere. Is it a Zealots exclusive weapon?
- when going into stealth/cloak the loadOutTimer does not change (bug?)
- when launching mines "ITMMineCluster" around the ship both the timer and the loadOutTimer do not change (bug?)
- "ITMOreGalaxite" shouldn't be priced higher since is the most rare mineral? ???
- torpedoes line effect. Instead of instant display it would be visually better to change it to particle effects as you have done with the exploding circle. particle gradually increasing when closing in to target and after it hits, gradually fading starting from the launching ship.
I will have to look over quite a few aspects of the combat code. So far I superficially tested it and moved on when it appeared to work. I went onto work on other things but there are probably quite a bunch of features that do not work as intended.
thanks for your suggestions and ideas in that regard. Today I went over my loadout template code and the auto reload code and refactored that because it actually did not work properly.
Hi, after analyzing the code here are some thoughts - voron mkII is zaelot loot only - loadouttimer for mines/ core activated too - galaxite price increased > chtonium - hellcore x * 42, voron mkii x * 38 now - AOE for core not required as it one shots everything on the map - attractor and emp were not implemented
Regarding loudout time i do not want to make it ovrly complex and confuse players so its the same for all.#
reload code was actually faulty and I refactored it completely to work as intended. If you enter battle, loadout is now "recorded", that is it is used as template in combat. Non recorded slots fill with best available
animation chnges in pygame I have noted but for future consideration due to complexity and not get sidetracked.
Thanks again for the ideas and hints on code issues!
I have a legitimate bug this time, and one that's a bit strange. At about the same time as I finished completely decking out my ship with underverse subunits (96 of them, that took a while!), most combat loot drops started to return just one item only, always an AI core. I'd say it happens about 80% of the time.
I can't say for sure if the two events are related, though, and the frequency can sometimes be inconsistent. I haven't been able to directly affect it by swapping out modules or anything.
Nothing at all. Just grinding normally. It just started to happen at some point. Like I said though, I have no idea what, if any actions are related, only that it happened at about that point in the game.
I'm having problem playing this game. A quest of "repairing the holodeck" appeared, and I prepared the materials and talked to Khelara at every hour, but the repairs did not start. Is there another condition required here? My playing version is 220_022-pc.
you can actively cloak, but that would mean you have to replace under verse add-ons in dark Mirage by normal cloaking add-ons. You need to balance them in a way that satisfies cloak on it which you want and active cloak which
I went back and reloaded the previous version, and the cloaking button is there. Everything else is exactly the same. Did you change how the device works?
V.2.10:
On a second note, last night I came across another small bug, or at least an inconsistency. In the bot configurator, some of the shells (V, and I, at least) make it impossible to change body parts (legs, etc.). You must remove the shell first. But others allow it.
And finally, could you possibly lengthen the field for the MC's name a bit? The one I chose is two characters too long, and it's annoying to see it being truncated all the time.
Ok. No problems. It was just puzzling to me that a "feature" I had been depending on changed without warning. I've now figured out how to work with it.
It might also be nice to be able to easily change your name after you've set it. Maybe that's possible with a cheat or something, but I haven't looked into that yet.
For some reason the game wont give me the option to quality control my bots, its not in the usual place, Im pretty far in the game (completed NX010 and have done pretty much all the side quests except the khelara one)
you need a certain level of technical skills in order to do that. Maybe you have not increased your technical skill to the required level by repairing bot parts in the laboratory.
My tec skill level is 12, but I mean Ive been repairing a bunch of bots so either it wont level up for some reason or idk maybe I thought I was doing more than I am, you may be right though because I havent done bot selling all that much in thus run
I think QC starts at 15. (you can check hover over tec stat in MC stats screen). Repair (or upgrade) a bunch of bot parts and in 2 or 3 days you are at 15.
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The game gets better with every update.
I found a small bug.
If an effector is installed in the launcher slots, an error occurs:
This is because the file 'ico128 ITMAddOnUnderverse.png' is missing from the folder 'game\images\03_minigames\'.
Something like this (I did it quickly):
Thank you for the great game.
PS. I apologize if such messages are inappropriate to leave here.
Thanks for the report!
I thought I fixed the effector icon issue but I'll note it down. for analysis.
Its only a visual, so won't corrupt the game state at the moment.
I am really enjoying the game I I'm a little stuck My old game from the previous version would not load. so i started a new game but i missed a event or trigger for an event about uniform discipline i had it only my old one but i am not sure how i missed it any suggestion?
I think I kept the walkthrough pretty up do date.
There should be helpful information there (not sure exactly where you are in the game). It's linked to the main game post.
thank you it is really detailed. i am at the part were i need the Ponygirl uniform as well as pet training (trying to access the dome.) but for some reason T'Ris wont go to pet training what do her stats have to be
i was thinking about restarting to see if there was a step I missed
You need a pet voucher (krogneath) and SUB 2 for T'Ris (discipline her)
this the final update?
there's enough material for two or three more releases, but I would assume end of 26 I wrap it up
Any plans to release on steam or GOG?
Steam prohibits adult content in my country, so sadly no.
If I sub for only one month on patreon, will I lose discord access when my sub expires? Discord is my main method for keeping up with games, so it would be nice to get access to that.
regarding Discord, it is available for all paid patron tiers, even the $2 one.
I decided to have discord only for paid patrons to have one level of authentication for all discord members via the Credit Card so to speak as free discord tends to get swamped by bots
Gotcha, but if I sub for $2 for only one month, will I be removed from the discord after that month or can I stay in the discord forever after that?
Some discords have bots that check if you are still subbed, and kick you if you aren't.
at the moment the channel management bots are checking the active existence of either subscribe star or Patreon subscription. They clean up in a comparatively short timeframe after expiration.
how do i migrate a save from 2.2 to 2.3?
Its described on the first page of the walkthrough document.
Hello.
There is a small typo in the gallery. it is indicated - "T'Ruis - Racy Valkoran" (250_init_gallery.rpy, line 140)
Thank you for the wonderful game.
Thanks!
i lost my old save
could somebody share a save ?
if you select new game, you can choose from a number of restart points with different levels of progress. Just use the latest one and many things are already unlocked.
oh didn't know that thanks
Very nice game. Congrats
Found some bugs in Version 2.30
- preferred torpedos does not work.
- Torpedo Array MkI gives the same aoeEffect, with Torpedo Array MkII (with no addons)
- Torpedoes Photon and Neutronic have aoeEffect when the should not
- Nephilim projector (strange bug): during the battles, subunits get destroyed (without taking damage to the shield or the hull plates). When the corrupted machines/torpedos attack their masters or their wrackege, the damage gets reflected to the Bumbling Bees subunits.
- Nephilim projector & Kigal's Wratch: If an "underverse effector is added, during the battles the game warns of a missing icon "03_minigames/ico128 ITMAddOnUnderverse.png"
- "AI vs Chaperones". "Carnelian Inc. Explorations might yield such cores. The Advanced Assembler Drones in The Waystation System also can yield them."
The loot in "Assembler Seeker Drone" only has ("ITMCarbonFiberSpools", "ITMNanotubes", "ITMPodNano", "ITMCarbonPowder", "ITMNanotubes", "ITMComputer", "ITMPodEnergy", "ITMOreChtonium") as items. "ITMAICoreElite" is missing
- When visiting Moira as pirate at 22.00, after the event, the time is set to 00.00 but the date remains the same.
I identified and fixed the first 3.
- preferred torpedos does not work. (120_classes_sandbox.rpy)
- Torpedo Array MkI gives the same aoeEffect, with Torpedo Array MkII (with no addons). (120_classes_sandbox.rpy)
- Torpedoes Photon and Neutronic have aoeEffect when the should not. (780_combat.rpy)
At the bottom I modified a bit the loadOutTimer in order to load Photon and Neutronic torpedoes in 2 cycles instead of 3... since those should weight less than the other monsters khelhara should need less time to load them.... :)
Small requests/suggestions:
- on/off button to load lower priced torpedos first, instead of the default (during the battles) .
- A help button to call khelara in torpedo reload (during a battle), if assigned ordes was repairing. Only once a day (single battle) and penalty can be money, stress or favorite points, or all three of them.
- Khelara : when she gets the "Underverse data core", she can come with a miniquest of modding Launcher MkII, Voron Nova Distruptor and Voron Shields to allow them to aditionally accept Underverse effectors (when you give her an effector)...
e.g.
Launcher MkII: +15% Aoe with each module (1 to 3 torpedoes + 1 AOE + 2 to 4 effectors)
Nova Distruptor: +15% AOE and +5% damage leech to the shields with each module (1 AOE + 2 or 4 effectors)
Voron Shields: +1 cloacking ability with each module (max 4) (3 cloacking modules + 1 to 3 effectors)
Without the original modules AOE or cloacking, the effectors have no effect.
...the subsys images/names/prices remain the same. In the system maintence interface only, you could add a pink surrounding glow when the effectors are added (similar to overchargerd component), or better add a pirate logo above or bellow (e.g. a skull or an X shape with bones) since they were modded by former pirate... :)
thanks a lot for the bug reports. Debugging the combat code isn't easy, so I especially appreciate the detailed hints.
I hope you didn't judge my code by the combat system which started as a proof of concept and then was just expanded without proper software design. ;)
Recorded the reported issues for fixing and analysis.
as to the area of effect code: torpedoes should have area of effect, as opposed to the Canon which usually has only point damage.
But I will look into the code again to differentiate the torpedoes according to their area of effect damage factors
Actually, I liked your code a lot. Polished and well organized.
----------------
The only thing I would change is the way loadOutTimer works to allow different load times for different weapons/torpedoes/mines.
Now it is decreasing 3 turns and load when 0. I would change it to 1 and when 0 await loading... If 0 check the returning weapon before loading:
"110_classes_core.rpy", line 2354, code
GAME.ship.equipAddOn("launcher", torp.ID, i)
then depending on the returning weapon you set the turn number to reload
e.g now if mines, +1 turn if low end torpedo, +2 turn if hi-end torpedo and so on...
and then you issue the load command and reset the loadOutTimer to 1
---------------
about torpedos: Since I did not see an ""AOE": 1" in those (205_init_items.rpy) I guessed they should not have AOEeffect, although it seemed strange for "ITMArmageddonCore". By the way "ITMEMPPod" and "ITMAttractor" existed in previous versions and were removed, will be added later or is forgotten code?
Some other things that did not ask/report earlier, since I did not know if they are bugs or intetionally desinged that way:
- "ITMTorpedoVoronMkII" and "ITMTorpedoHellcore" have both C_ENE*40. "ITMTorpedoVoronMkII" shouldn't have C_ENE*39 ?
- "ITMTorpedoVoronMkII" cannot be bought anywhere. Is it a Zealots exclusive weapon?
- when going into stealth/cloak the loadOutTimer does not change (bug?)
- when launching mines "ITMMineCluster" around the ship both the timer and the loadOutTimer do not change (bug?)
- "ITMOreGalaxite" shouldn't be priced higher since is the most rare mineral? ???
- torpedoes line effect. Instead of instant display it would be visually better to change it to particle effects as you have done with the exploding circle. particle gradually increasing when closing in to target and after it hits, gradually fading starting from the launching ship.
I will have to look over quite a few aspects of the combat code. So far I superficially tested it and moved on when it appeared to work. I went onto work on other things but there are probably quite a bunch of features that do not work as intended.
thanks for your suggestions and ideas in that regard. Today I went over my loadout template code and the auto reload code and refactored that because it actually did not work properly.
Hi, after analyzing the code here are some thoughts
- voron mkII is zaelot loot only
- loadouttimer for mines/ core activated too
- galaxite price increased > chtonium
- hellcore x * 42, voron mkii x * 38 now
- AOE for core not required as it one shots everything on the map
- attractor and emp were not implemented
Regarding loudout time i do not want to make it ovrly complex and confuse players so its the same for all.#
reload code was actually faulty and I refactored it completely to work as intended. If you enter battle, loadout is now "recorded", that is it is used as template in combat. Non recorded slots fill with best available
animation chnges in pygame I have noted but for future consideration due to complexity and not get sidetracked.
Thanks again for the ideas and hints on code issues!
Questions
2.30 is full, older versions are just an archive.
I have a legitimate bug this time, and one that's a bit strange. At about the same time as I finished completely decking out my ship with underverse subunits (96 of them, that took a while!), most combat loot drops started to return just one item only, always an AI core. I'd say it happens about 80% of the time.
I can't say for sure if the two events are related, though, and the frequency can sometimes be inconsistent. I haven't been able to directly affect it by swapping out modules or anything.
that sounds peculiar. combat loot rolls are not affected by gear (only mining)
did you do some command line editing that might have broken stuff?
Nothing at all. Just grinding normally. It just started to happen at some point. Like I said though, I have no idea what, if any actions are related, only that it happened at about that point in the game.
I also have that problem, when I placed the Underverse subunits it started to only drop the AI cores
Sorry, but for some reason I can't get Type N shells by destroying Krell ships. I've gotten Type V and Type K shells, but no Type N shells.
Is it really in the Krell asteroid belt?
PS: Where's the stable program?
PPS: Sorry if I'm not clear, I'm using a translator.
N types are krell belt. might be unlucky roll?
stable program comment is obsolete. v will procure that automatically
Is there any early access to the next game update with patreon?
definitely. Basic tier patrons will have roughly a month lead time to public releases. Higher Patreon tiers have early access or even beta access.
I have a problem with this mission regarding the Infiltrator Shell. Where can I find it?
in a certain asteroid field. There is a description of the quest in the walk-through document that is linked in the original post.
have Tellurium Disc in Cargo
have AI core in Cargo
you might miss the cargo cloak module
I couldn't have done it without you.
It's been a few months since I last played, and I've just now updated to this version.
Now there seems to be no way to cloak my ship during combat. The button to activate it has disappeared.
The Dark Mirage automatic cloak feature does still engage when damage is taken, however.
you can actively cloak, but that would mean you have to replace under verse add-ons in dark Mirage by normal cloaking add-ons. You need to balance them in a way that satisfies cloak on it which you want and active cloak which
I went back and reloaded the previous version, and the cloaking button is there. Everything else is exactly the same. Did you change how the device works?
V.2.10:
On a second note, last night I came across another small bug, or at least an inconsistency. In the bot configurator, some of the shells (V, and I, at least) make it impossible to change body parts (legs, etc.). You must remove the shell first. But others allow it.
And finally, could you possibly lengthen the field for the MC's name a bit? The one I chose is two characters too long, and it's annoying to see it being truncated all the time.
dark Mirage shield working with active cloak despite no cloaking add-ons was a bug and I fixed that for consistency
dark Mirage shield working with active cloak despite no cloaking add-ons was a bug and I fixed that for consistency
dark Mirage shield working with active cloak despite no cloaking add-ons was a bug and I fixed that for consistency
I also made the behaviour with the shell more consistent. Now you cannot modify the parts of a bot if you have a shell mounted.
As for the name, I'll check how much space is still there in the gui, also accommodating the billionaires who need a lot of space in the header
Ok. No problems. It was just puzzling to me that a "feature" I had been depending on changed without warning. I've now figured out how to work with it.
It might also be nice to be able to easily change your name after you've set it. Maybe that's possible with a cheat or something, but I haven't looked into that yet.
GAME.mc.name = "Joe"
For some reason the game wont give me the option to quality control my bots, its not in the usual place, Im pretty far in the game (completed NX010 and have done pretty much all the side quests except the khelara one)
you need a certain level of technical skills in order to do that. Maybe you have not increased your technical skill to the required level by repairing bot parts in the laboratory.
My tec skill level is 12, but I mean Ive been repairing a bunch of bots so either it wont level up for some reason or idk maybe I thought I was doing more than I am, you may be right though because I havent done bot selling all that much in thus run
I think QC starts at 15. (you can check hover over tec stat in MC stats screen).
Repair (or upgrade) a bunch of bot parts and in 2 or 3 days you are at 15.