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X4 is ready :D

A lot of combat architecture stuff was fiddled with to get all these new crit effects working, so it's not impossible there are issues here and there, although as usual I tested everything individually and it seems to be working as intended so far.

More likely is that there are potential balance issues, but I didn't try to iron that out much yet, just going with what seemed to make some sense. We'll see if/how the system gets abused and adjust as necessary.

Also big in this release is the new Hauler variant, and new squad dispatch type. But I won't be filling you in on those, you'll just have to see ;)

Next up I'll be working on the next design article to post here, and then taxes... or maybe reverse that order, not sure yet :P

Changelog

The full changelog included within has been updated as usual, but for convenience here's a list of the changes since X3:

  • NEW: 1 new Hauler variant
  • NEW: 12 unique critical strike effects for different weapon types
  • NEW: New type of squad dispatch in some areas
  • NEW: On-map popup labels for critical effects where applicable, including part severing
  • NEW: Kinetic cannon projectiles blast matter off target robots based on salvage modifier
  • NEW: Scoresheet includes entries for all critical effects
  • NEW: Message and history logs report the number of allies that failed to survive the journey between maps
  • NEW: AFD2021/Volatile mode imported from latest Beta 10.2, now accessible in Beta 11 via the usual methods
  • MOD: Trackers now immune to coring
  • MOD: A certain stick now only works on applicable standard 0b10-class targets
  • MOD: Asb. Suspension Frame coverage increased
  • MOD: Dirty Datajack damage reduced
  • MOD: Many weapon crit chances updated for compatibility with new variable type system
  • MOD: Overflow damage still applied even if target part destroyed by critical effect, where sufficient
  • MOD: Impact damage overflow now also uses slot-based targeting instead of coverage-based targeting
  • MOD: Slashing damage part severing side effect removed (replaced by critical effect)
  • MOD: Updated context help for immunities and critical strikes to reflect new rules
  • MOD: Core Analyzers do not transfer effects of critical strikes to core along with damage
  • MOD: Go Naked command responds with different message if no parts attached
  • MOD: Misdirections caused by system corruption no longer happen if attempting to move into a solid object
  • MOD: FOV highlighting turned into wizard mode-only feature (Ctrl-Shift-Alt-v)
  • FIX: Attaching unidentified faulty prototype from ground with full inventory and allied Researcher added it to inventory anyway [Sleekie]
  • FIX: Triggering high security immediately blocked Zionite terminal integration even before machine network shutdown [Valguris, gammafunk]
  • FIX: Retreat dialogue referencing a certain major NPC might assume they were dead even if not the case [blelm]
  • FIX: Watcher Feed and Patrol Navigation RIF ability data reversed in scoresheet [aoemica]
  • FIX: Patrolling ARCs were no longer emergency deploying on destruction like assault ARCs

Example of kinetic cannons blasting matter (not currently animated):

Get Beta 11 X4

On Steam, Beta 11 X4 is located on the new beta branch "beta_11_x4" accessible with the code "HolyCritEffects" (EDIT: See update further below), or if you don't have Steam and bought through FastSpring and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com to be added to the Beta 11 cycle notification list. (Anyone already on the list will receive an email with a new link.)

Saves are not compatible with previous releases.

There's always the chance of another one or two small updates in the near term (for example if something goes wrong), which will be otherwise unannounced except to append a notice to this announcement on Patreon, and via an announcement on the #patron Discord channel.

...

Update 210504a

And here it is! We've got a new and improved version of X4 fixing a number of obvious bugs, as well as making some important balance changes you'll want to have access to in future runs. Unfortunately the update required breaking save compatibility again, so I've put it on a separate Steam branch so you can use the original one to finish your current run if necessary. The new branch beta_11_x4_2 is accessible with the password "ShieldedCrits"

The relative changelog from the earlier release:

  • Ally transfer count message was being reported incorrectly when no allies
  • Freighters no longer spawn naturally in Research
  • Freighters will actually attack you now, and appear differently
  • Cargo dispatches will generally not happen right next to you if possible
  • summon_haulers now works on Freighters
  • Shielding parts protect against almost all types of crit side effects
  • Burn crit effect on-map popup only shows if target is already at least Hot
  • Combat log reports when shielding prevents some critical side effects
  • Sever crits against parts were unintentionally damaging the part a second time on dropping them
  • Add your personal notes in user/notes.txt rather than in the last section of manual.txt, so that Steam updates don't nuke them, and to keep your own changes in one place

I've also updated the leaderboard processing to support X4, so we have run data there now, too.

Comments

Joshua

Playing through this and the inventory changes are definitely making me think a lot more about what I keep instead of defaulting to picking everything up. Curious about the Stasis Generator removal - was it OP or just too situational? I remember having fun with it once in an endgame flight/hover melee build - but will also admit to bypassing it almost every other time.

Kyzrati

Statis gen was both situational and OP, but the problem was of course more the latter. Situational items are fine, since you can always ignore them, but OP items eventually start to attract too much attention :P. There were ways to use it that could essentially break the game and make you invincible, which isn't surprising, just no one was doing that over the years. It was only originally added (before in pre-alpha) for the heck of it, because I could, not because it was a good idea...

Marlyn

-2147483648 faulty messages did not survive the journey.

Kyzrati

Heh yeah that feature was added minutes before release and not fully tested*, and fixed in the next one. *not supposed to do that :P