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Default Colony Ship - Major Update & New Location

September 17th, 2021, 20:27
Colony Ship has been updated, and Iron Tower Studio reveals a new location: Mission Control.

New Location: Mission Control

We proudly present another important location - Mission Control ruins:



The century-old wreckage of the Ship Authority government complex that once controlled every aspect of life on the Ship.

The mutineers' attack was months in the making, a decisive, disabling strike at the electronic heart of their world. It should have been over in less than an hour, but such things rarely go as planned. The Ship Authority was made of harder stuff than anticipated and the first assault was driven back.

In the following months of attack and counterattack, the mutineers' failure to quickly secure the complex cost them much in lost lives and spent firepower. When forced to surrender ground, both sides adopted a policy of destroying anything not of immediate use, so as to deny it to the enemy.

Decades later, deteriorating conditions at home began to drive explorers and treasure seekers farther and farther afield, until a lucky group wandered into the fringes of that fabled battlefield. When the first news trickled back of decks littered with the technological marvels of Old Earth, the scavengers swarmed like maggots devouring a carcass.

[…]
More information.
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September 17th, 2021, 23:52
I've not been playing this since June since other games caught my attention but will probably get back into it end of the year.
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September 18th, 2021, 00:04
I'm very very much looking forward to this one!
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September 18th, 2021, 14:54
@Pladio, I've only just seen your email regarding this news. Thanks for notifying us!
I don't check those emails often enough… ("contact us" sends an email to newsposters)
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September 18th, 2021, 16:12
Originally Posted by Redglyph View Post
@Pladio, I've only just seen your email regarding this news. Thanks for notifying us!
I don't check those emails often enough… ("contact us" sends an email to newsposters)
No worries. Not expecting to be named anyway…
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September 19th, 2021, 09:51
Another, "smaller" update with welcome improvements

Update notes for Sep 18, 2021
Improvements


- New map screen with lore snippets;
- New stimulant: Zen - Removes Panic and increases neural resistance by 50;
- New area: Mission control;
- New enemy: Mind worms;
- Added Num1-9 keyboard shortcuts to dialogue answers;
- Key rebinding screen now detects bindings that are already used and offers to erase them;
- Added special cursor and text for characters that can't be taken down;
- Added combat queue item highlighting when pointing at the character in the world;
- Added "electric shock" visual effect for some attacks;
- Implemented small versions of main panel ally boxes (no portraits) for combat;
- Limiting object outlines to current floor only if PC is in a building;
- Limiting object outlines by distance;

Changes

- Increased helmet DR;
- Increased enery weapons cell consumption. Pistols use 3, rifles use 4. Magazine size increased to 12;
- Energy pistols damage reduced to 15-17 (standard), energy rifles to 20-22;
- Prices rebalance. You can sell for 20% now, prices for common loot items is lower;
- Cloaking field gadget now replaces sneak ability, doesn't add to it. This means it's 100 on the first turn, then starts going down depending on the gadget stats. If your skill is higher than the cloak value, it's used instead;
- Re-arranged the map list in the Pit, separating them in Main Street and Camptown locations, and adding indents and alphabetical listing for more clarity;
- Creeper is not draining HP anymore if it didn't do any damage;
- Turrets now prioritize targets by THC, then range;

Fixes

- Fixed lack of Biotech reward on the stimlab machine;
- Fixed lack of XP from turret fight;
- Fixed collisions creating an invisible wall on barnacle fight;
- Fixed combat not starting when killing a scav in MCT and then being found;
- Stealth now ends when killing all scavs;
- Fixed some prices being higher than intended (energy weapons, energy cells, light riot armor);
- Fixed Manny not taking your money;
- Caleb properly gives ammo;
- Fixed being able to start combat while sneaking inside Camp Reid Room;
- Fixed being able to repeat regulators and Camp Reid room sneak over and over;
- Specialist is now checked when trying to remove the targeting control module to repair the turret;
- Fixed typos;
- Fixed AI spending incorrect amount of AP for opening a door;
- Fixed melee fighters skipping turn if they're supposed to attack from closed door's tile, and you stand right behind the door;
- Fixed characters sometimes walking through doors;
- Fixed key rebinding window sometimes becoming unresponsive;
- Fixed stealth info panel not being updated with active character's stats;
- Fixed animation-related AI freeze;
- Fixed weapon not being set as activate when unequipping both weapons, then equipping one;
- Fixed items not usable from the inventory screen's inventory grid;
- Fixed an inability to switch back to PC via combat queue item, when double-clicking on it in placement phase;
- Fixed wrong specialist character being selected in dialogue actions;
- Now can't equip an item if it blocks the slots that are already blocked;
- Fixed larger initiative penalty shown as green in item comparison;
- Added Creeper grab attack textbox reports;
- Fixed displayed reaction values and tooltips in several UI screens;
- Fixed incorrect implants value in HP tooltip;
- Fixed Chance quest crash;
- Pulse grenade now affects turrets;
- Fixed lost focus in dialogue screen when you click away into game viewport;
- Fixed turret MaxAP reset to 0 after reloading;
- Fixed character creation screen layout slightly moving when player changes stat values;
- Fixed character creation screen showing "unspent points" message only if there was > 1 point (should be > 0);
- Accuracy from wearable items (helmets, goggles, etc) now stacks with accuracy from implants;
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September 19th, 2021, 17:01
Nice. I hope they will work properly on the robot (mech) quest. It will be even better with more interesting non-human companions or NPCs involved in quests - and by involving I dont mean just non-human enemies.

I dont want to recall some Skynet-like scenario, but advanced robot could be easily involved in some kind of "evolving AI" quest or "conflicted AI that witnessed something" that could have interesting twists and investigation without being some generic "hunt for evil AI" or "evil-to-be AI".

At least it could be fine reason to make him possible future companion when you and your group will be "responsible" (to some extent) for his behavior (for example after his repair or "repair").
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September 19th, 2021, 17:36
This is another upcoming game that I'm pretty excited about, once it's done with the early access stage and a few updates after that, I'll likely pounce.
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September 21st, 2021, 09:20
Originally Posted by Carnifex View Post
This is another upcoming game that I'm pretty excited about, once it's done with the early access stage and a few updates after that, I'll likely pounce.
To be honest, since the game has so many options, you may want to just play through Chapter 1 now. It's content complete (as far as I know) and it will give you a chance to get a feel for character creation and combat quite quickly.
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