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Messages - Kornel Kisielewicz

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76
If I could, I'd make tech also non-kill based. Also scouts recharge is friendly to low-kill rounds (I have an alternative recharge mechanism that I might try later, that's also non-kill based).

77
Bug Reports / Re: Crash when trying out my graphics card
« on: December 30, 2019, 04:57 »
Vulkan is completely unsupported on that Radeon. Later will make it so that if you run on an unsupported card the game will automatically switch to OpenGL - it should work on OpenGL if your graphics card drivers are up to date.

Speaking of drivers, it should work in Vulkan on that Intel card if you update your drivers! If it crashes on new drivers, we *really* want that crash log, as 630 is officially supported!

78
General Discussion / Jupiter Hell forum boards
« on: December 27, 2019, 05:15 »
So discussion on the ChaosForge forums don't seem to die off easily and not everyone uses steam forums - which actually makes me happy :). As it is such, I took a moment to add the standard sub forums for Jupiter Hell - Bug Report, Request for Feature and Post Mortem. Please post the appropriate content in the proper sub-forums, and thank you for sticking with us!

79
Discussion / Re: Dumb Legal Question
« on: December 27, 2019, 04:30 »
DRL itself is still in the legal grey zone after the whole Zenimax issue. I can just give you my blessing to do whatever you want with the mechanics themselves, but I give you no guarantee that someone wont hunt you down if you do.

80
Last release of the year brings you class-specific resources, new traits, a mod capacity system, a new challenge and more!

Class resources
Each class has now it's own resource - Fury for Marines, Energy for Scouts and Power for Techs. Using a class skill now isn't limited to one use per level, but controlled by usage of this resource. Each class has a different way to replenish that resource - Marine needs kills, Scout opening chests and Tech gathers power dropped by mechanical and semi-mechanical enemies. The cost of class skill usage is lower than the capacity of the resource and you can invest traits in increasing capacity too - possibly having two skill uses back to back! The system will be expanded with additional resource use possibilities and balancing in further updates, so stay tuned!

Sustained Fire and Pinpoint
Speaking of traits, apart from the new resource traits we also removed the overpowered Son of a Bitch, and substituted it with a more proactive trait - Sustained Fire for Marine/Tech and Pinpoint for Scouts - check them out!

Mod capacity and Dismantle
Moding has also gone some changes - now mod capacity is an item trait instead of being controlled by Whizkid. This allows us to balance the capacity by weapon - most of them have capacity of what you'd have at old Whizkid 2, but some have higher capacity. Also ADV weapons may now come with more mod slots! Closing out this change, you might also enjoy the new Tech active skill - Dismantle, that allows you to destroy an item and get one random mod it had back (or more if you're Skilled enough!).

Callisto L1 and New York Reload
To make early game a bit more varied we also added two layouts for Callisto 1. For veterans we added Angel of New York Reload - despite ridiculous rules we checked it's beatable on Easy, no idea if it's beatable on higher levels - if you do, please tell us!

Full Changelog
Code: [Select]
NEW    #929 - ALL classes have a different class resource - this
              resource is used instead of "once per level" CD
NEW    #929 - Marine has Fury, regeneated by kills
NEW    #929 - Scout has Energy, regeneated by opening chests
NEW    #929 - Tech has Power, regeneated by power orbs
NEW    #929 - Marine gets Furious trait, that increases Fury
NEW    #929 - Tech gets Extra Batteries trait increasing Power
NEW    #925 - max mod amount is controlled by item mod capacity
NEW    #925 - new Technician active class skill - Dismantle!
NEW    #928 - Technician and Marine get Sustained Fire trait!
NEW    #928 - Scout gets Pinpoint trait!
NEW    #906 - two new layouts for Callisto L1
NEW    #927 - Angel of New York!
CHANGE #929 - stimpacks regenerate class resource
CHANGE #929 - removed perks allowing extra class skill use
CHANGE #929 - Ironman and Son of a Bitch traits removed
CHANGE #925 - WhizKid now controls max mod level of the same type
CHANGE #930 - updated MoltenVK, performance gain on MacOS
FIX    #923 - fixed border calculations for atlas packer
FIX    #916 - removed duplicated scissor and viewport setup for shadow pass
FIX    #913 - stabilised Vulkan implementation in terms of ALT+TAB ( fullscreen switching ) and resolution changes
                - added support for suboptimal KHR
                - added support for single, double and tripple buffering
                - on low end gfx cards single buffering is default
FIX    #921 - fixed broken status effects on ADV rifles and SMGs
FIX    #167 - fixed a TON of ragdoll issues
FIX    #167 - fixed hit animation issues
FIX    #167 - fixed walk and attack animation timing
FIX    #167 - hit ragdoll wont trigger at low FPS values
FIX    #914 - you can no longer gain aim bonus without a target

Future Updates
The real work that went into this release however is as yet not apparent. We fully rewrote the animation and ragdoll system in preparation for much anticipated future features - Melee and Dualgunner. These two are also essential to bring you the most anticipated feature - Master Traits. Nuff to say that in upcoming updates things will get interesting :). That said, the immedately next update might be more a love letter to the Technician, stay tuned!

Next version should appear somewhere in the middle of January.

Finally, from us at ChaosForge, we wish you a Merry Christmas and a Happy New Year (full of great Jupiter Hell updates :P)!

81
* Kornel Kisielewicz scratches off another thing from the "is it doable" list :P

82
General Discussion / Re: Best place for giving feedbacks ?
« on: December 18, 2019, 10:09 »
SHIFT-G *is* documented in the keybindings : "  SHIFT      - (hold) show/compare/use item on floor (G to use)". It's also documented in the tutorial.

Ctrl-mousewheel wont appear in any help file as it's not just undocumented, but also unsupported. Any bugs that happen there are not going to be fixed, hence we will not support/document it anywhere (unless we decide to promote it to a feature). It might break any time!

--gl is only a compatibility hack - we don't want people using that unless their card really doesn't support Vulkan - in most cases people didn't update their drivers and that's what they should do. For the small minority with GL4.3 compatible cards that are not Vulkan compatible we'll have an automatic detection soon, and the game will automatically fallback to Vulkan. No reason to document something that will any moment be removed.

As for the message log, as mentioned before, a single turn if in the middle of the enemies could take up a whole screen of space, and with the current font be very unreadable. We'd rather have people report that some actions are non-obvious and fix the need for a message log, then provide a very shitty "band-aid" solution. We know there's a lot of work to do here, but patching it with a sub-par solution is not something that is reasonable to do.

That said, we probably will need some kind of it for the ASCII version, but I'd rather rethink it to have a better solution than a wall of text - so this is definitely an open topic!

83
General Discussion / Re: Wiki / game info?
« on: December 18, 2019, 09:58 »
Due to the fact that JH has limited enemies and no way to "grind" any penalty after death except death means that the game becomes harder. The other issue here is that while JH's objective is to be the most approachable roguelike, it's second objective is to be roguelike to the bone. We want to teach people the roguelike way, but we want them also to accept the genre's ideology. I want to balance Easy and provide enough info to the player, not make a "tourist mode". Not to mention that many people that try such a mode come to the false assumption that the game is boring, just because it was designed with permadeath in mind.

As for the Wiki issue - we'll talk with the team about it tomorrow, and try to get something running before Christmas. One thing to note is that I'd like to make it so that all the info you need to beat the game on Easy should be accessible from the game - hence we wont have Assemblies for example. If any more info like that is needed to be wikified it's worth wondering whether it should be in the game itself in the first place.

84
Requests For Features / Re: Crazy ideas thread
« on: December 13, 2019, 09:05 »
Modular weapon system is completely unrelated to mods. It's basically having every weapon in the game made of separate components (barrel, receiver, body, stock, etc) and each of them contributing to stats so you can mix and match. We don't want to implement that system until you'll be able to visually preview those items in inventory, and that requires some engine work, which is currently further down (right now we're extending animation capabilities and VFX to implement master traits).

The ability to strip weapons of mods (destructive) will be added in some shape or form, maybe next update.

85
General Discussion / Re: Best place for giving feedbacks ?
« on: December 13, 2019, 09:02 »
We do have an internal tracker for tasks (that's what the numbers in the changelog refer to) on GitHub - maintaining two would be very annoying and prone to desynchronation. Currently the Steam forums seem to be most active if you're searching for other people comments not just our replies :P.

Use from ground is simply SHIFT-G - in info mode (SHIFT) just press pickup.

There's already too much text on screen, an action log would make it much messier, especially that with the character density and sometimes 8-10 actions per turn you'd basically have half the screen filled sometimes with action report.

Run - just keep the move button pressed instead of spamming it - it will cease to move if an enemy is spotted. We have two more ideas in this regard, so stay tuned (one is to extend the ability to chord keys for flow, the other is a safe move modifier).

Targeting is look mode. There's no more info to add. Maybe we could allow a peak at the items that are on a square, but after a short while you know what you're looking at anyway.

Powerups and more drops are planned as mentioned. As they are only the icon in terms of graphics, this is completely unrelated to the 3d.

86
General Discussion / Re: Wiki / game info?
« on: December 13, 2019, 08:54 »
There's already a wiki set up, but we didn't even have time to skin it from the default MediaWiki skin. We're spread thin here, but I'll try to find time for that :/

87
Post Mortem / Re: [0.8.5d|H|AoCa|Sc|11|YASD] I'll win some day. :P
« on: December 03, 2019, 06:24 »
At the moment I strongly believe that the difficulty levels are harder than their DRL counterparts. That said, you can replay the tutorial and see if you didn't miss any mechanics - people beating UV on a regular basis are out there, and I'm surprised you're not one of them yet :P

88
Bug Reports / Re: bug with poisoned weapons
« on: December 03, 2019, 06:22 »
Known bug, will be fixed in 0.8.6

89
Requests For Features / Re: Crazy ideas thread
« on: December 03, 2019, 06:22 »
Repair kits will morph into multitools, and there will be more ways to get them. As far as assemblies go, instead well add modular weapons in a later update, that will fit that role !

90
Here we are again, a bit late due to conferences and cats, but Hounds of Hell are live!

Kerberos

As the name implies one of the major additions is kerberos - a huge hound-like late game enemy. Don't be deceived - it comes in many variants, and only the basic one is a melee enemy! Apart from elemental versions it also comes with an enrage ability - if you kill it, kill it fast!

Beyond

The second part of this versions name implies a tileset remaster of the Beyond levels - aside from the regular lava/rocks we rock a new basalt-themed visual tileset, especially for beyond. To celebrate, we gave the Summoner boss-fight a significant revamp :).

Perks

While not in the name itself, the third change might be the most significant - and definitely the most fun! We significantly expanded on the weapon perks feature from the previous update, added several new perks and added perks for armor too - among them of special interest are the class perks - which give boosts to your class skills, or an extra charge to your once-per-level ability! Due to the bigger pool every ADV weapon now comes with at least one perk! Moreover, energy weapons (pistols, rifles and shotguns) have their ADV versions added. To not let exotic weapons fall too much behind, we've added a perk to most of them too!

Item drops

Speaking of ADV weapons, we modified the item drop system - item level is now independent of difficulty (and less dependent on where it drops) - however a seperate mechanic controls the drop "tier". Special boxes (magenta) are now tiered - regular ones are Tier 1, vault and exalted drops are now Tier 2, and special levels can have one or more Tier 3 drops. These control mostly the quality of ADV weapons - Tier 3 weapons and armor will have 2 perks guaranteed!

Dodge and traits

Regarding armor it now has a negative dodge modifier - the heavier the armor, the bigger the penalty. Do not worry too much though, as base dodge was increased to compensate, and armor has been made significantly more durable (a common request).

To top off, two new traits are added Dodgemaster for Scout and Incoming! for Marine and Technician, to help with survivability.

Finally

Finally (among a plethora of bugfixes) we added a new challenge - Angel of Doom - let us know what you think about it :).

Full changelog below, we really can't wait for your feedback on this release, be it here, on the Steam forums or on Discord :D

Happy hunting!

Code: [Select]
Beta  0.8.5 - November 18
NEW    #867 - new enemy - kerberos! (with several variants)
NEW    #871 - ADV armor now rolls with perks!
NEW    #873 - ADV armor can have class perks (ability modifing)
NEW    #869 - new weapon ADV perks - Frenzy, Vampiric and elemental!
NEW    #869 - new rocket launcher ADV perks - Toxic and Haze
NEW    #869 - ADV energy pistol, rifle and shotgun added
NEW    #868 - ADV tiers - regular t1, vault/exalted t2, special t3
NEW    #880 - new Scout trait - Dodgemaster
NEW    #882 - new Marine/Tech trait - Incoming!
NEW    #866 - new beyond basalt rocks tileset
NEW    #866 - expanded summoner boss-fight
NEW    #797 - Angel of Doom added!
CHANGE #797 - AoSh adds 3xEMP grenade and a special Frenzy trait
CHANGE #883 - most exotic weapons have perks added from the ADV pool
CHANGE #882 - Marine gets Shredder back (experimental)
CHANGE #869 - ADV launchers and shotguns always have perks
CHANGE #876 - armor has dodge penalties, base dodge increased
CHANGE #868 - item drop quality is no longer increased by difficulty
CHANGE #870 - improved armor durability, especially ADV armor
CHANGE #870 - swapped level 2 guaranteed extra medbox for armor box
CHANGE #872 - increased SHIFT-compare window
CHANGE #872 - increased player info screen size
CHANGE #865 - new, faster and more precise, fire line algorithm
CHANGE #880 - reloader has just 2 levels now (might be removed)
CHANGE #889 - added SHIFT, wait, hunker and aim info to Tutorial
FIX    #872 - armor no longer show description in SHIFT compare
FIX    #870 - toxic enemies no longer take poison damage
FIX    #865 - enemies will no longer waste ammo on 0% shots
FIX    #865 - if you see it you have non-zero chance to hit
FIX    #875 - fixed landing craft - now is cover instead of block
FIX    #888 - CRI phase checks if destination is reachable
FIX    #888 - fix for rare case of player dissapearing after phase
FIX    #890 - fixed chroma effect on Vulkan (now matches OpenGL)
FIX    #885 - potential fix for alt-tab issues

Next version (0.8.6) will be out in 2-3 weeks and will feature terminal/technician changes, telegraphed attack improvements, new content, and hopefully the first effects of the animation system upgrades that we're planning for this period. 'Till next!

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