Tecton
Tecton
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This is great feedback, thanks @BeepBoop! These issues and solutions are on the list for an upcoming batch in the near future!<…
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(Quote) Potentially! We'll see how this plays out and go from there!
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They're just fixed with the size of the weapon module at the moment (smaller weapon modules = faster), but we'll have it as a truly variable option in an upcoming release, and will be shown on the module/ship details.
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There's a small issue with the consolidation of a couple of ship classes, which might mean you can't fly your higher-class ship from before the changes. We'll have this working shortly, just need to rework a few things!
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Thanks for the great array of questions! I hope you all got the answers you were seeking!
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(Quote) There was a loop in our "mobs defending other mobs" code that only presented itself when someone had a bunch of turrets deployed in the same room.
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Just a quick note, I'll be wrapping this thread up at 23:59 GMT tonight - 7pm US EST/4pm PST! Please have any questions posted up by then to ensure they're answered!
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(Quote)I'll answer these two together, since they're mostly the same question:We'll be doing a balance pass and adding new artifacts in the near future (one of the next projects after our current ones)
<…(Quote) Nothing planned currently, but that doesn't mean much!
(Quote) Yep, on the cards once the big balancing/polish passes are done and we have some time to get it implemented.
(Quote) They'll just become unlinked.
(Quote)*Stockpiles coffee*Crafting:1) Shopfront Item Limits: Yeah, I think the current item limit is a bit too low.2) Bins/Shelves: Yep, not near the top of the list, but adding b…Great feedback! Can definitely see many of the ideas presented here being incorporated in upcoming updates!
(Quote) Yeah, something we're monitoring very closely. We've got some big announcements this week that should relieve one of the issues people have been waiting on!
(Quote) I think we're pretty close to the end of Beta! Still some big things I want to get in a bit better state (as covered in this thread already), but I imagine in the next few months we'll be ready to remove the tag.
(Quote) Oops - sorry about that, some times they get lost in a sea of posts. These will be coming down the line a bit!
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(Quote) I'll pass this one over to @Aurelius
(Quote) It's a direct neural interface, so it's beamed directly into your brain. How your brain interprets depends if you're a visual thinker or not!
(Quote) Yeah, we'll be adding stuff like that when time and opportunity present!
(Quote)1) Beta is a "soft open", where most things are in a "mostly final" , and we're generally in a state where we're tweaking things and making improvements.2) We definitely wanted to try different …(Quote) Opening things up earlier is something we've been discussing! Stay tuned in-game for more information!
(Quote) At current, the we'll probably go to 100 first, then uncapped later. But we'll likely look at the current state of things and possibly reshift when it's time to make that change.
(Quote) Yeah, definitely something we'll fix up!
(Quote) Hmm, might be a side-effect from the other ranged changes. We'll take a look!
(Quote) The goal is a completely player-run economy, yes. Whether that plays out with the game's population, we'll have to wait and see.
(Quote) Definitely more tweaks and changes coming there as time goes on!
(Quote) Very long! Just got back last night, so playing catch up on everything today!
(Quote) Yep, EM damage should be getting looked at this week.
(Quote) We designed everything as a single-player, since we weren't sure if the population would support multi-person crews. We'll likely add some teamwork properties there, but it's a fine balance as to any mechanical advantages to it etc. I…