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AlanFrost
Nov 16, 2012

Keisari posted:

Well I was wondering if they had started hiding their fixes so we wouldn't make fun of them so much. Kerberos, you may deliver us a lovely game and be obnoxious about it, but goddamn if you take away our patch list! :argh:

The "Update Superlist" isn't always up-to-the minute. Week. Whatever.

Here:

(2.0.24494.3)
Critical fixes:
- Fixed stations spawning inside planets
- Fixed possess psionic causing CTD
- Fixed CTD dragging Loa cubes in fleet manager

Other fixes:
- Fixed assault shuttle cues not playing
- Fixed Proliferate colony factions not starting with max pop growth
- Stimulus freighters will now always use the latest freighter design
- Fixed Loa/Zuul AI colonizing non-terrestrial planets
- Fixed Loa command ships not having their battleriders built

Other changes and additions:
- Added input box to Loa cube transfer dialog

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AlanFrost
Nov 16, 2012
Tracking torps, or direct fire?

AlanFrost
Nov 16, 2012
Regular fusion, not Detonating?

AlanFrost
Nov 16, 2012
Are you setting your ships to top (1.5x) speed? That pulls all the weapons offline for full power to the engines.

AlanFrost
Nov 16, 2012
Deflector shields or Point Defense or Battleriders should work well against missile-kiting Hivers.

AlanFrost
Nov 16, 2012

Arglebargle III posted:

How do I make my stations use modern weapons? They look like they're still rocking heavy drivers.
In the fleet manager, find the station, right-click, refit. Like a ship.

Also, all that stuff about trade... Not all of that is right. Have you guys seen the little [?] button next to the menu button in the lower right corner? If you have the trade view selected, that button gives you a quick overview of trade. Freighters don't really make trips, that part is abstracted. Each trage good on a freighter is worth X moneys per turn, depending on where it is taken.

It's true that you can't really see exactly where your goods are being exported, but just trust that your frieghters are going for the most profitable possible route. I *think* that the profitability is: same province < different province < other empire. I don't know where "not in a province" fits into that.

Also, civilian freighters might rebase from one system to another whenever they feel like it.

[Edit]
From the wiki:
The colour of some of the trade icons provide more information:
1)Exports out of a province have darker green dots.
2)Red circles with red dots in them either indicate that your system doesn’t have any other systems within range to export to. Or that it can export more than the other system(s) within range can import, which is often the case with your home system.

AlanFrost fucked around with this message at 07:50 on Dec 13, 2012

AlanFrost
Nov 16, 2012
Sorry, I've never seen them do that unless I just used a relocate mission. What race?

AlanFrost
Nov 16, 2012
Auto-repair is there, but it's global, not per fleet. Strategic screen -> Menu (lower right) -> Auto Options.

Re: boarding-rush of CnC; I dunno, try leaving your command ship at the edge of the system while your combat ships roll up to fight? Can't board what they can't see.

Neruz: just so I'm clear, you're seeing freighters you built in-transit between systems on the strategic map? Regardless, I'm sure that income from a trade route rolls in every turn.

AlanFrost
Nov 16, 2012
Hotkeys are on the last pages of the game manuals, IIRC.

To rebind them (or find out about the new ones that aren't in the manual, now that I think about your question), you might be able to edit a config file or something.

AlanFrost
Nov 16, 2012

Count Uvula posted:

... and foraging is a largely worthless skill to upgrade.

...

Hey this thing sounds pretty cool, what does it--



That's not a real skill, you loving game! (It adds the skill to your skill list when you use it, but I've still never seen a spear)
I've seen foraging increase from opening ammo boxes and freezers; I think that after the opening check there is an invisible foraging check to see how much / what quality stuff you find. As for the Tarka circlet thing, I've gotten blade and knife in addition to spear.

AlanFrost
Nov 16, 2012
Attribute points contribute to every check made with their associated skills: 5 attribute points impacts a check as much as 1 skill point.

Electronics is also used to craft certain things.
Mechanical is also used to repair simple things and craft certain things.
Traps can also be used to place traps (Disabling a trap has never given me a trap, I don't risk it much anymore. Placeable traps are things I've recovered from weapon crates.)
Biotech is also used to craft certain things, notably food.

AlanFrost
Nov 16, 2012
Hm. Update for The Pit:

quote:

1.0.2.0
New Additions
- Two new monsters
- Five new recipes
- Four new items
- Two new weapons
Critical Fixes
- Fixed Shrinking Inventory / Dropped Item crash
- Fixed Projectile crash
- Fixed equipping/dropped armor crash
Other Fixes
- Fixed various outlying issues
- Greek letters on key-card doors no longer display when door destroyed
- Characters wearing self-contained armor or who are immune to radiation no longer affected when in an irradiated room
- Play Again remembers Difficulty setting
- Fixed Hero Sotswich achievement unlocking prematurely
Other changes
- Added reload value to weapon stats
- Irradiated rooms now show effect for visual warning
- Tweaks to auto-save to make it more robust
- Three auto-save slots, one for each character class (meaning you can now have three different games on the go , one for each character)
- Added mouse targeting for weapons
- Increased force field belt duration
- Added access to SotSDex in main menu
- Decrypted recipes messages now unlock recipes in SotSDex automatically
Emphasis mine. Less unintentionally hilarious and more "hey, those were all in the Suggestions forum."

Am I doing it wrong?

AlanFrost
Nov 16, 2012
I think I misunderstood the shrinking inventory thing. I thought that it was a display issue related to how a very large number of inventory slots was displayed. On further reflection, I think that the line as a whole refers to a crash that could occur when forced to drop a bunch of items at once if you loose/drop an inventory-expanding item from a packed-to-the brim inventory.

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AlanFrost
Nov 16, 2012
Oh, hey, two more updates for The Pit. I bolded entries that were player suggestions, as best I can recall.

Thursday, March 28

SotS: The Pit 1.0.3 posted:

Fixes:
- Changed anti-venom to have immediate effect (reduce poison 1 level.)
- Game now breaks grab if grabbing enemy is not within 1 square of target.
- Fixed some tools were not being used when crafting recipes.
- Fixed saved game exploits and bugs.
- Fixed no sounds for floors 11,16,21.
- Fixed some grenade issues.
- Fixed a grabbed character no longer moves when confused.
- Fixed tooltips showing for hidden traps when using quantum scan helmet.
- Fixed super Image Inducer bug.
- Fixed Knife/Blade/Spear skills are now based on Finesse (instead of Might.)
- Fixed enemy weapons not firing because they are too close to a wall.
- Fixed can now upgrade skill/stat, even if boosted over 100.
- Fixed AI sometimes appearing to teleport through objects.
- Fixed splash damage from shotguns would bypass armor for secondary targets. (sorry, gang)
- Fixed grenades were being destroyed by explosive damage frequently. They are now treated as items, not weapons.
- Fixed cyber scrambler would make organic enemies go berserk as well.
- Fixed lab station could be reused over and over by damaging it and repairing it.

Other changes and additions:
- Added "Auto Sort" to inventory.
- Added "Drop All" button to inventory.

- Added "Destoy" to context menu for inventory items.
- Added confirmation to "Destroy" and "Unload and Destroy" actions.
- Added warning when poison/radiation reduces stats below 5.
- Added recipe details to SotSDex.
- Task Dialog now selects tools which are "free" to use by default.

- Player gets credit for monsters killed by traps.
- charging hubs and repair stations made more efficient.
-Improved usability of large inventories by adjusting the grid to use more vertical space.
- Added "Equip Time" for armor to info displays.
- Added "Reload Time" for weapons to info displays.
- Sort SotsDex entries alphabetically.

- Added method to display custom stats for items (eg repair factor for repair tools.)
- Temporarily Removed GAMEPAD from build configuration until final compatibility is complete.
- Added recipe info for messages that unlock recipes.
- Augmentation hubs now use Decipher skill.
- If mimicked player attacks enemy, enemy will attack back.
- Added fully translated messages are Green in the SotsDex.
- Added more details to repair dialog.
- 7 new achievements.
- 3 new weapons.
- 2 new monsters.
- Basket-load of new Easter items.
- New recipes and messages.

Friday, April 05

SotS: The Pit 1.0.4 posted:

Critical fixes:
- Fixed rare keyboard crash a couple players reported.

Other fixes:
- Fixed (finally) bug: Burst-fire sometimes misfiring when poisoned/choked.
- Fixed bug: Level up sound playing when earning first experience in new game.
- Fixed attack animations holding last frame while shot travels to target.
- Fixed bug: Charge Hub infinite XP exploit.
- Fixed bug: Selection color in recipe list for crafting.
- Fixed bug: Enemies occupying the same square.
- Fixed visual issues with attack animations.
- Fixed bug: Interacting with devices while blind causing Outline to disappear.
- Fixed bug: Skill/Stat modifiers not showing descriptions when loading save game.
- Fixed bug: Extra ammo/items being discarded when picking up loot with full inventory.

Additions and changes:
- Enviromentally sealed armors now protect against gas attacks.
- Added notification if player equips a weapon they don't meet the requirements for.
- Added HUD toggle.
- Quantum Scan Helmet now reveals props.
- Adjusted monster variety on Floor 30 on Hard/Insane difficulty.
- Added dragging item onto another of the same size to swap positions in inventory.
- Added more info to SotsDex entries for weapons/armor/characters.
- Added moves remaining to HUD.
- Added grouping similar items when auto-sorting inventory.
- Added log entries in SotSDex for experience earned.
- Added context menu for shortcut items in Inventory.
- Auto-targeting will track last target.
- Skills now show stat contribution.
- Biomods/Keys grouped together in SotsDex, including post-identification.

- Energy Drink reduced speed increase from 2 to 1
- Changed recipe failure dialog colors. Green for success, yellow for valid but failed recipe, red for invalid recipe.
- New recipes and monsters.

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