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Hey folks!

The day is coming fast and Pirates mod is almost ready for release. As previously stated, it will launch on 18th of January to promote the release of Cursed Crew on Kickstarter - a game we are developing that you can check out by following THIS link.

The infographics are all finished now, so you can check them all out here:

Let me know what you think!


Comments

Jack Whitby

Can pawns with powers be put in warcaskets and still use their powers? can they Psycast?

Anonymous

Is the shock warcasket helmet inspired by the FO3 enclave power armor? It looks quite similar, great job by the way, I'm so excited for this:)))

Anonymous

can't wait to play with these awesome new armors ! small questions, will vanilla pirates have some warcaskets too and will it be possible to hire some from the mercenaries, or is it exclusive to the junkers ?

Anonymous

I fucking love the Warhammer 40k influence on the war caskets!

oskarpotocki

Vanilla pirates won't have them, no, only Junkers faction and Mercenary faction. You can hire some warcaskets yourself!

Anonymous

is it possible for the war casket to be effected by ido styles?

Anonymous

Are pawns in warcasketsbe capable of social as if they aren’t they might not ever talk to people

Anonymous

Always wanted Astartes guarding my colony. Thank you, Oskar!

Anonymous

Perfect… let the clone super soldier space marine war against the insects and mechanoids commence!

Anonymous

Lore wise, how much taller does a pawn become in a warcasket? Are we talking fallout BOS power armor or titanfall titans? Or something in between?

Anonymous

Does the reacon warcasket allow pawns to tend to other wounded pawns ?

Anonymous

Can't wait to orbital drop a bunch of mechsuits in the middle of a base and wreck havoc, Looks Awesome!

Anonymous

Any way we could have mercenaries who are kept at really high mood have a very tiny chance of offering to join your colony? Like how it works with guests and wanderers in vanilla.

Anonymous

Could it be that I'm seeing some Avatar mech vibes on those warcaskets?

Anonymous

Will the grappling hook let you target humanoid enemies to draw them towards your colonist? If so, it could be a nice utility for melee colonists while also being a helpful mobility tool.

Just some Fish

Grappling Hook! Can we upgrade it to shock the target on arrival? And then further upgrade it for a shockwave?

Anonymous

It's great to see all the hard work and effort put into this! Astartes, Brotherhood of Steel, Dreadnoughts, XCOM MECs: I love heavy armor and the weapons it lets you wield. I'd can't wait to see Pirates compete with Mechanoids for my favorite factions mod! The only two things things that really stood-out to me are that there are no blunt Warcasket weapons for combatting the blunt weakness most armors have (gauntlets, maul, hammer, etc). The Cataphract Warcasket is also in a weird place, being expensive but lacking both the mobility and/or defense of every specialized armor except Hazard. Why build Cataphract and not a cheaper, tougher, or more mobile suit? I feel that more defense than Aerial/Shock but less than Barrage would give it a stronger presence.

Anonymous

Prior to the curse mechanic, Casper is exactly the same as Randy? Same default pop cap before curses are calculated?

Anonymous

man it will be amazing having warcasket in the field! but as they cant do doctoring maybe a medic armor would be nice. it could have arms or something with a capacity to heal and need medicine as ammo.

Anonymous

well i just throught that a full squad of warcasket would be nice. i mean they cant do doctoring so if you send them to battle you have to assign them some medic. well i would prefer to have a medic in a warcasket so as to have a whole squad in them. with the variety of warcaskets and weapons that you present we have nearly every role that i can think of in the battle field and someone else pointed blunt weapons so i throught to point medic as its the last role on the battle field that's not here. but maybe having a full squad of warcasket was not your intention.

oskarpotocki

@Leon Well, you certainly can. Warcaskets however are designated combat units. Not medics. Not chefs. Not Gardeners. Warcaskets are so big there is no way for them to be able to have the precision of a surgeon. They are essentially tanks in human form. When tanks break down, you don't see other tanks repairing them. You see human engineers. Right? @Marwin33 I see your point, but that would make it a meta. There would be no drawbacks, you could just put warcaskets on all your combat pawns. There would be no need to have normal pawns on the battlefield anymore. As such, strategy would suffer - as you wouldn't need to worry about a medic getting shot. We definitely don't want you to send 30 warcaskets to combat. Whilst it will surely achieve the results, we want warcaskets to be mixed with normal troopers (who can do doctoring) so the battles are even more epic, and even less one-sided!

Anonymous

OH! alright i understand your view and indeed it will be glorious! thanks for your answer. the Vanilla expanded mods add so much to the game without breaking it i love playing with them so thanks again!

Anonymous

This mod looks awesome but I haz a question. The new raid introduces landing ships, would they be able to be shot down by the VFEA ancient point defense turret?

oskarpotocki

No. There is a huge difference between shooting 9mm rounds at an oncoming mortar shell and shooting them at an oncoming spaceship :)

Anonymous

Alright, thanks for clearing that up. Love ya work and hope ye keep at it!

Anonymous

Thats amazing, but I cant see a reason warcasket boys being incapable of hauling. They actually should be able to haul even more items with this armor

Anonymous

I agree with this. They are basically beasts of labor in those hulking suits

Anonymous

Speaking of: looks like the suits mention a manipulation and movement buff, but now carry capacity or body size: which seem pretty important for both reasons of combat, utility, and sense.

oskarpotocki

This is not a buff, this is an increase to the minimum threshold. It means that a pawn with no legs (0% Movement) will still have 30% movement, but a pawn with 100% movement won't have 130% movement, if you know what I mean.

The Dragonborn

God I'm excited to tribal start as pirates on a coast, probably desert coast so i can name it the golden coast, Then research my way into Giant Suits of fuck off Space marine-esque suits

Anonymous

Oh, that's dope. I am still curious about the bodysize (so these hulking titans can carry more and are hit more often than standard pawns) and hauling, though. While a narrow focus (the majority of work being disabled) is a good call for balance and lore: the inability to do much productive diring peacetime is a hard sale. Even moving chunks, slag, and the corpses they make would be enough.

Anonymous

So, I was thinking today, and I came up with a funny question. Will warcaskets be able to do lovin’? After all, they can only do the social work type and all of the body parts needed for lovin’ are buried under an ungodly amount of metal.

Anonymous

They can't(and won't need) sleep in the casket, so the answer is technically a giant no.

HeinrichK

i guess i wrote that already on the last pirates entry. but i feel like we need a anti-mechanoid melee weapon. a rocket-powered two handed hammer á la reinhardt or dr. ido would be cool.

Anonymous

is this going to be save game compatible

Anonymous

That you