Right on, i confirm it work in the beta version.
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I load my game when a character die due to horrific RNG bad luck, though i noticed that when i load the game, the sub is loading on the same node as when the mission started, but it is now completed, it should set the sub at the previous node.
My character was north and i made her path to the south near the next room's door, instead of going around the cell doors, she walked through them, ands the message that the doors were locked popped twice.
Hey HOF, have you checked out the combat demo of Phoenix Point? It's very refined, i thought since you folks are using a system similar to this, it could give you good pointers about refining your own game.
I got a serious bug, i finished my first mission, the new recruit got added to my roster, but the other permanent team member disappeared, the other died during the mission from the ambush (They sure got many enemies, i'll be prepared next times), but yeah, roster issue. It also looks like the merc i used isn't showing up in the merc list.
As for the voices, as i suggested, allow them to be turned on/off, it's an easy solving for both parties, though ambient sound is definitely needed in either cases.
Alright, here's the things that jumped at me like a sore eye within the 15 first minutes:
The voice acting removal, it's not too quiet, i enjoyed the voices, now the game is just too quiet because it has no background ambient sounds, i'd suggest letting the voices in and give the players the option to make it on/off, some people may like the silence, i personally enjoyed the voices more.
The time delay: Overwatch can be sped up by 2 or 3 times, it's still too slow before it goes for the next turn.
Starting team members: I want to be able to customize them, i hope this feature will be brought back, i don't want to start with random jacks that i have no love for.
Starting merc: Would it be possible to just not hire a merc at the start? I want to keep the 50 credit.
Inventory scrolling: When scrolling down or up with the mouse wheel, it's waaaaaaaaay tooo slow.
Alright more ideas...
Special unique/story characters that you can find while exploring with unique skills, these will stay in your team permanently, but will ask a fee every times they are released on a mission, like mercs, but in the permanent roster, though unlike mercs, their fee is fixed, they don't cost more as they level up. (I know you had plans for special characters already, this is just another way to get some), they could also have their own story line and quests as optional quests.
Powerful consumables that once used, are lost, they are more efficient than the reusable consumables.
Purchasing unlockable hairstyles, i want a fancy ponytail for my wildcat conqueress :p (I am very biased, i just love wildcat, so deadly)
Purchasing unlockable cosmetic clothes that can override the functional armor.
An influence system that allow you to raise affinity with your team mates, purchase them gifts. Affinity could do various things.
Tax collector zombies! (jk)
I'll post more if i brainstorm again!
Alright, i'll throw out some ideas, hopefully some of them will be good:
The higher the rank invested the more money it cost.
Region bonuses: Extra cash earned, more XP in this region, merchant on mission field discounts, base vendor discount in this region, higher chances of a favorable find when investigating nodes (Finding loot instead of having to fight), discount on fuel merchants, fuel efficiency during travel (1 fuel reimbursed every/nodes), investing money to raise the value of missions in the region (better starting money and end mission payouts), etc.
Upgrades: Team mates cybernetic implants, weapons/armor one-time stat adding, more health to subs, more fuel capacity to subs, discount on rented sub prices, discount on mercenaries, discount on repair and refueling owned subs, more special missions available per informant payout, fuel start efficiency (Does not cost fuel units for # of nodes traveled ex: 3 first nodes cost 0 fuel, then fuel start degrading), etc.
After completion some of the republic missions i had access to armored and medic sub, though unlike the standard sub, they were showing no health, i was a bit confused, then had decided to equip a sub then cancel, then the equipped sub was showing the health, i then had to do the same thing to the other sub so i could see it's health.
My permanent team members should always carry what they have equipped, personally if i want to change anything, i want it for me to decide, mercenary though is logical, unequip those. Though i could suggest a "Unequip all" button.
Alright, my wildcat is surrounded by 4 raider scums, i empty my clip and i am victorious! But the cash is spread all over the fracking place...
My quality of life suggestion is to add a key that would allow you to click anywhere and the path it will create will be the character moving to take the nearest loot to him/her, then the next one, then the next one... until the character cannot move anymore or there is no more loot in sight left to grab.
It would go well with holding shift then left clicking, it would show a looting path to confirm, then click again to move and loot. Awesome to swipe all the loot in a turn instead of spending it over a few turns.
I must say i enjoy the little verbose moments the team and the enemies has every once in a while, but at some point some of them will come back saying the same things and players will want to skip through, can you make so if you press a key it skip the cutscene?
My screen 1920 x 1080, so its slightly higher than the current max the game offers, it's not a huge deal when you can full screen it with alt-enter, but i'd like it to be the default for my screen.
When i check the damage stats on damaging bullets it says 2-4, in my head it would means there is a random damage chance of dealing between 2 - 4 extra damage per shot, but it is not the case in the game, so what does those 2 numbers means? 2 for small weapons (SMG) and 4 for heavy (snipers) ?
I chose a mission that used the same area as a previous mission i finished, the pathings were already cleared where i went, and i was stuck in the area because the boss fight was already finished.
At end of turns, during "enemy sighted" and "loot found", theres always about 1,5 - 2 seconds before it goes to the next turn, not a bug, it just get long after the 100th turn or when you just make people go overwatch.
Something i noticed that was starting to grate on my patience is the delay inbetween each event and action that happens in the game, it's a 2 seconds wait inbetween everything.
Any possibility to add an option to make those delays shorter? I'd like my turns to be less wait, more action.
I don't know if it's a bug, but i completed a VIP mission with boss killing, and got paid and all that stuff, but when i wanted to start a new mission, my character were back with starting gear, none of the stuff they were equipped with last, though they kept their level.
Something i noticed that the player cannot do is that enemies have both extremely accurate throwing skills, they rarely ever miss, and if they do miss slightly, it still hurts the place where the grenade lands, unlike the players where if they miss it miss everything.
I know you are aware of the later, though i'm not sure if you were aware of the former.
Yeah, i reported a few of those soft locks myself, very severe bug that one, lock up the whole game.
I like cinematic dialogs, gives some life to the game.
I see 37 is very oriented toward improving the dungeons, it's a good thing because right now the layouts are very, very predictable after having played the layouts a few times.