Beta 9.4 "Plot Armor" Prerelease (Patreon)
Content
The promised RPGLIKE update is here, bringing with it mostly fixes but also some important balance changes as well. I've designated it as "X1" even though it's not really an experimental release and will likely be the same version that goes out next week aside from having the real version number attached. (Thought I'd keep it different in case something significant does unexpectedly end up changing.)
It should release next Tuesday, and saves are technically compatible with 9.3.
Beta 9.4's features are summed up pretty clearly by the changelog, so here it is in full:
- NEW: [RPGLIKE mode] All Armor-type utilities transfer only 40% of damage to core (reflected in new description)
- MOD: [RPGLIKE mode] Mass Support upgrade cost increase per upgrade increased from 100 to 500
- MOD: [RPGLIKE mode] Terrain Scan Density upgrade cost increase per upgrade increased from 20 to 40
- MOD: [RPGLIKE mode] Protomatter amounts somewhat reduced at higher depths, less so in Adventurer mode and unchanged in Explorer mode
- MOD: [RPGLIKE mode] All types of Core Shielding unavailable
- MOD: All COGMIND.EXE command line arguments and parameters now case-insensitive
- FIX: Tearclaws could in some cases still remove parts from target that should not be removable [MitchellFJN]
- FIX: Repeated quickloading after visiting Proximity Caves base eventually caused loading to take excessively long [MitchellFJN]
- FIX: [RPGLIKE mode] Level raise notice would remain visible in Adventurer/Explorer modes if loading a quicksave while notice still flashing [MitchellFJN]
- FIX: [RPGLIKE mode] Crash one entering a Garrison where the transition provides enough XP to raise a level [Solar Sloth, Terminus]
- FIX: [RPGLIKE mode] In extremely rare cases a Resource or Heavy resupply dispatch might contain storage units [Horse]
- FIX: Item info window reversed types of "Item" and "Protomatter" due to RPGLIKE mode [Rumbl3]
- FIX: 'p' menu partially broken by a 9.2 update, could result in frozen UI state [Atherys, Mx. Eldritch]
- FIX: Some incomplete back corridors made their way into the Data Miner layout [Valguris]
- FIX: Disabling Cetus Manufacturing Module while inactive did not affect the outcome of a later event [NikolayAg]
- FIX: Garrison Doors inside Garrisons might unintentionally be opened "remotely" [3.14]
The mass support upgrade nerf will help make different propulsion more meaningful again, and Rogue mode will get a little harder due to somewhat reduced Protomatter compared to before, especially in the late game.
Most importantly, all that armor finally got a use, as a sort of consumable RPGLIKE item that does what it normally does--protect your parts and core. This was achieved by simply decreasing its damage transfer rate, so using lots of armor will also reduce your reliance on Protomatter overall.
Overall not massive changes, if only because I don't currently have access to the stats for 9.3, and therefore can't make informed decisions based on aggregate hard data... Normally I'd wait another week to release and spend the time getting and analyzing that data, but this update really needs to go out now because it also includes an important fix for a new UI freeze issue affecting some players.
If you're going to do any RPGLIKE runs this weekend, let me know what you think of the changes and this release in general, since it will be the last for a while as progress is made towards Beta 10 as mentioned in the 2020 post.
Get Beta 9.4
On Steam, Beta 9.4 X1 is located on the old "patron_release" beta branch accessible with the code "kyzratipatron," or if you don't have Steam and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com.
Remember that the RPGLIKE event is now over, so if you want to play this mode you'll have to use the command line switch (or Steam launch option) as described in the manual ("-forceMode:RPGLIKE").