Home Creators Posts Import Register Favorites Logout

Content

Whew, okay, this super experimental release is ready and here. Technically the mechanic is not quite complete (still more possible balance changes to make, and things like siege/burnout for propulsion are not enabled), but it is very playable and demonstrates more or less what this sort of feature entails... for better or worse :P

I've already covered a bit of the general background of this feature, the so-called "Scrap Engine," in previous posts, so for this announcement I'll get straight to the details. Some of this information would be introduced via lore if and when the part is available normally. For now, you will automatically be given a Scrap Engine on entering the first main map you visit at or above a depth of -7, which is around the depth you'd normally be able to acquire it (although in theory you might be able to get it earlier, you'll need more slots to be able to properly handle it anyway).

Consuming prototypes of any rating, or higher rated parts, generally makes for stronger mods

Having more constructs at once allows for stronger mods

Constructs are immune to corruption misfires and being permanently disabled

If free slots are available, when modified a construct may also expand in size (the largest possible weapon is 4 slots, largest prop = 8, largest power = 4)

The Scrap Engine does not do anything for a little while after collecting a new part, allowing you time to collect more parts if necessary and postpone the time until it actually does something with them

There is a wait/move block when a construct is created or modified, so you can safely hold keys

A new advanced.cfg setting "scrapEnginePopupDuration" allows you to control the duration of that feature (toggling COLLECT mode allows you to manually show a list of all current potential construct resources)

This is not an exhaustive list of the related rules and mechanics--some are left for you to discover.

(On that note, wizard mode does not work with this build.)

There is no new scoresheet data related to the Scrap Engine (yet), since that's a sign of a more permanent addition to the game, which this hasn't yet graduated to...

I have a lot of opinions on this feature, but I'll keep them to myself for now since I want to first just see other people using it, and avoid potentially affecting others' views.

Changelog

The main content of X2 is focused around all the Scrap Engine stuff, which isn't reflected much in the changelog, though importantly this also includes another batch of Garrison/ECA-related updates (and hopefully the final fix for the broken encounter placement during mapgen):

NEW: Experimental Scrap Engine mechanic, with access provided automatically on entry to -7/Factory

NEW: Multiple lore entries related to new content

NEW: ECA reports changes in combined force multiplier on entering new applicable map

NEW: Disabling H-XX Assembler and QS Assembler have side effects

NEW: Additional build type based on new technology

MOD: Removed "Garrisons Compromised" entry from scoresheet (still have relevant history logs)

MOD: Some multislot treads not quite as common

FIX: Item search window scrolled in opposite direction if using LMB on darkened item [ktur]

FIX: Item search window could crash while attempting to scroll in some situations [ktur]

FIX: Mechanics were capable of fixing even broken parts normally outside valid rating limits [MTF]

FIX: Typo in Active Sensor Spoofer effect description

FIX: Gaining many RIF abilities could cause descriptions to extend beyond bottom of visible screen area

FIX: One of the Garrison encounter types was unable to be placed

FIX: More garrison-induced general mapgen encounter access issues

FIX: Mass display for inventory parts still allowed access to mass of unidentified parts

Get Beta 12 X2 (no longer the latest, see below)

On Steam, Beta 12 X2 is located on the new beta branch "beta_12_x2" accessible with the code "ScrapEngineBestEngine", or if you don't have Steam and bought through FastSpring and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com to be added to the Beta 12 cycle notification list. Anyone already signed up will receive a separate email with link.

Saves are not compatible with previous releases.

There's always the chance of another one or two small updates in the near term (for example if something goes wrong), which will be otherwise unannounced except to append a notice to this announcement on Patreon, and via an announcement on the #patron Discord channel. It's not uncommon due to the experimental nature of these releases, and if saves are compatible then the same branch is simply updated, otherwise a new branch is created and announced here.

Update 220906a: Beta 12 X3!

Okay so this is more like it... I've gone in and finished all the extra stuff that was planned for a more "balanced" Scrap Engine, and also a clearly more complete one since we also now have support for burnout and siege modes. The biggest changes involved fully taking into account projectile count when modifying weapon constructs (rather than mostly ignoring it--fun but in no way balanced :P), and also rolling back to the original intended level of power for construct modifications (modifier scaling was doubled on a whim right before releasing X2, and I think that made it too easy to get powerful constructs). Earlier today I streamed a fresh run in this new X3 build and am happy with the results, so let's see how it plays over more runs!

This is basically the build where we can decide whether to even make this a permanent/normal part of the game, a kind of tech you can acquire via one of the new maps. What do you think?

X3 Changelog:

NEW: 3 new sfx for various utility effects

NEW: Construct propulsion capable of gaining siege mode capabilities

NEW: Construct propulsion capable of gaining ability to overload airborne types

NEW: Holding a wait key to pass turns is temporarily blocked if a Recalibrator repairs a broken part

MOD: Constructs immune to all forms of part removal effects (e.g. thieves, segregators, crits)

MOD: Construct weapon mods consider projectile count when calculating resulting damage ranges

MOD: Reduced impact of current construct slot count on construct modding results

MOD: Scrap Engine no longer consumes alien parts

FIX: Propulsion construct naming could crash game with certain combinations

This build still has no Scrap Engine-associated history logs or scoresheet entries, since it's not confirmed yet, but once it is I'll be adding those as well so we have more records of its use and behavior during runs :)

(Still no wizard mode for X3, either--that'll come later.)

Get X3:

Unfortunately in order to support siege mode etc. I did end up having to break save compatibility with X2, but that's okay because in the end I decided this build does really need to become a whole new "X3" version rather than a minor version change, if only to better differentiate runs from each because constructs in X2 could grow insanely powerful, which will probably not be the case in this version, not to that degree anyway.

On Steam there is a new "beta_12_x3" branch aptly coded "NowWithActualBalance," and everyone else who was emailed about X2 will also be emailed with a new X3 link.

Comments

No comments found for this post.