There's nothing I can do about window tinting. It's part of the model. I was able to remove the opaque window from the shutter window model so you can see through them while staying airtight, but that's the limit for windows. Same deal for the empyriopedia, though I haven't tried to see if I can add more content to it. I assume I can, but it would only work for the workshop scenario since the files and data are read from the extras folder instead of the config folder, which requires more reading. Dismemberment cannot be treated. It lasts until death, slowly draining hp and stamina while halving your speed. Dehydration reduces your speed by 15%, drains stamina and a bit of hunger slowly. If untreated it escalates into organ failure. Treated with any beverage.
It's not enough. I can't fly in first person when using windows because it's too dark for my eyes. I've brought it up multiple times. The game is so beautiful that it's a real shame we have to look at it through tinted windows. Both sides are too tinted on windows. We really need a fully clear window from one side.
I gotcha. Just making sure - some new people might not know that the tinting can be reversed. The person that I quoted from seemed like they might not know that if they were having as much trouble seeing as was claimed.
This is a low-light situation on a moon. The top half of my windshield was shot out (where the pilot mode cursor is). Notice the difference between "can sorta see the ground" and "Can't see ****"? That's the 'untinted' side.
Yup I've brought up the tinted windows problem quite often but it seems like most people aren't bothered by it. To me I can't fly in first person because of it.
Next update for RG will be after the next version update and it's gonna be a big update if everything goes to plan. Mining will be softened up further for hand drilling. This will probably be the last change to hand drilling. EMP Mode for Artillery Turrets will be refined. The EMP ammunition will no longer be required to fire an EMP round. EMP rounds will no longer be craftable or found in loot containers. Plasma Turrets gain a secondary firing mode allowing them to fire a plasma beam that deals high damage to armor. Player backpacks will persist for 60 minutes upon death and will be able to hold a player's full inventory instead of dropping some of it. Bugfixes. Secret stuff you'll have to wait and see. Oh, and Reforged Eden should be out around the same time.
Well I've been playing EGS with RG install for about a week now and I really like what it has done for the game. At first I kept getting taken aback by some of the changes (i.e. it costs a heckuva lot more stone to make a concrete structure than in vanilla) and the tougher, more persistent enemies (those drones are a nightmare). But I remembered a conversation I had on the forum a long while back where I was suggesting some changes. Another person did not appreciate those suggestions and vehemently opposed them on the grounds that "his play style depended on having a certain item available early on in the game". At that time I thought the argument was especially weak as I felt one adapts a play style to reflect the game not the other way around and force the game to adhere to your particular style you've become accustom to. RG has only reinforced this opinion as I found as I changed my play styles to reflect the changes RG brought to the game rather than trying to force my older methodology into it as I did at the start, I've been able to game more effectively and die less. The higher cost in material to build a concrete BA really limits you early in the game. However, I find that a plus since it makes me have to look more to prioritizing what and how I build rather than quickly putting up a mansion shortly after crashing down to the planet like I've gotten into the habit with vanilla mode. For me, it brings more of a "survival" element into the early game that I wasn't quite feeling at times in vanilla with how quick it felt to progress. Because of the tougher enemies (did I mention those SOB drones ) that has also made rethink how I layout my BA. The old defenses and design were okay for vanilla but the increased challenge from attacks in RG means more dakka and a good place to hunk down is preferred. On another topic, I wasn't a fan of how weak the mech hand drill feels as it doesn't seem to be any better than the survival tools drill. It doesn't seem worth the effort and material to make one. But you quickly gain access to being able to build an HV mech driller which speeds up mining to an acceptable (for me) speed. Its funny with the speed in the vanilla game in which we get the advanced drill, I've never bother with building HV miners as the hand drill at that point suited my needs. RG on the other hand, has forced me (in a welcoming sense) to actually make use of the HV now that it seems to be a logical progression to bridge the gap until I can get/construct the advance handheld drill. The changes RG bring to the game makes the early game stage longer and as one who enjoys that period of the game, this makes me happy. I'm also not one bothered by mining (the investment only makes the later rewards sweeter) so the slower progression of tech in that capability/rate of mining compared to vanilla is fine. IMO it only adds to the "survival" aesthetic that should exist in the early game. If the mid to late game is more of your cup of tea then RG might not be suitable to those tastes. But the greater challenge in enemies might make it up. At this point I don't see myself returning to vanilla. I'll probably stick with @Vermillion 's RG going forward.
Thanks for that SGP Corp. One can only hope the devs are paying attention. I have a question for all players though: Do people hate the sound of cannon turrets?
Well, in-game, they're not quite as loud as an actual 30mm firing... but they are pretty annoying. Too bad they don't have a ROF like the GAU-8, that would be an awesome sound.
There is a GAU firing sound effect. It's being used as the cannon turret's secondary firing mode. So please hop in your cannon turret and fire both modes and tell me which one sounds better for the cannon turret.
No, but I ran and tested a medical weapon that would allow you to heal other players and cure status effects using medkits as ammo. Unfortunately, due to ammo selection choices it would only accept one type of item as the correct ammunition. Which is the same problem as the assault rifle+grenade launcher and Artillery's EMP ammo. It worked though. You could use it to heal players (but not yourself) and it would fix negative status effects depending on the mode used. If the devs would give me a ranged consumable, I could apply it to the regular medical items so they could be used on the player, other people, even NPCs. The same mechanic would also enable thrown grenades.
I'm less bothered by the sound then I am by the damage multipliers on them. Here's a quick list of the number of shots from a CV cannon turret it takes to kill these mobs. The numbers might not be completely accurate due to accidental head shots. Code: default mode incendiary mode L1 Arachnid (mantis) 5 1 L5 Turret Robot 7 1 L5 Zirax 5 1 L5 Mechanoid 9 1 L5 Sentry Gun 5 5 An epic shotgun will one shot all these (with body shots!) except the Sentry Gun obviously. Something is very wrong with the world when a shotgun out preforms a 30mm cannon. Even an epic pistol puts out similar dps. I do understand the reasoning behind this but it still does a number on the suspension of disbelief. One would expect anything short of an Armored Golem to go splat. Ideally, I would much rather see the default mode able to one shot most mobs and change incendiary mode to be significantly weaker but do a small AoE for taking down groups of weaker enemies. On a side note Armored Golems run speed is too fast for their animation. It looks more like they are skating then running.
Therein lies the problem. If I buff it in one way, it will cause problems elsewhere (e.g. drone/transport combat) and cause disparity between cannon and minigun turrets. If I buff minigun turrets they'll only fire one shot per enemy and ammunition won't be consumed at the intended rate. (game becomes extremely easy) If I buff drone/transport/bomber hp so that you can one-shot troops, then drones become virtually indestructible by the player. I could in theory get around both issues by reworking the entire material modifiers for just drone-types, but that would mean new damage modifiers for every single weapon and ammunition to include the new settings. Which is a lot of work. Though it would screw the first few quests of the game where you get ambused by drones, it would open up the possibility for player-used EMP weapons for shutting down drones by targeting just the unique material modifier as the condition. The same modifier would also give rocket launchers a dedicated purpose as an AA weapon. I'm not sure if entity head/body modifiers double up with material modifiers. I will run a few small tests on a drone modifier for EMP and AA combat. I will also add the "medic gun" @ravien_ff though I don't expect it to be much use. Especially in SP.
It really does all come back to the drones doesn't it. If additional drones types could be defined types this would be less of an issue. After all why would you send the same equipment out to hunt down a fugitive that you use to lay siege to hardened bunkers? It makes no sense. The new drone models are a step in the right direction but I would have settled for flying emojis that spit 2d bananas at you if it meant expand functionality. Placeholder models are fine but the game needs to handle the players power curve more gracefully. This is interesting and while it would be a total game changer it wouldn't really fix the underling problem with the players power curve. Honestly entire material system really should be stripped out and replaced with a simple set of damage types (ie thermal, kinetic, EMP, etc) and leave the rest up to block/entity hp vs raw weapon damage. It would be simpler to balance and less convoluted to try and explain. But as you said that would be a huge undertaking. Didn't there used to be a bug were you could shoot your self if you aimed down a just the right angle
My tests confirmed that the material damage modifiers don't apply to entities. Which is sad. So no gamechanger. I did boost projectile damage modifiers against entities so it's not so disparate against troops compared to handheld weapons, but may be OP against drones. We'll find out.
Here's the a pre-release of the A12.2, which includes a lot of new stuff. I can't give it a full release until someone can test the Medic Gun with a friend because I can't use it on myself in SP. You can't even use the drone to shoot yourself with it. Changelog: New: Medic Gun (name pending) Uses a Health Pack as ammunition. Fully fills the 6 ammo slots on it with one pack. Can be used from the player's drone. Very short range. Has two modes: Heal and Treat Heal: Rapidly regenerates HP. Shoot your buddies multiple times to stack the buff for a total of 450 hp per health pack (200 more than using it yourself). Treat: Instantly cures most minor status effects like dermal parasite, radiation burns, open wound and dermal burns. Available early, unlocked in the Tool section of the tech tree and can be made in most constructors and it's pretty cheap. Turret Model Upgrade - All zirax turrets use the new turret models. It has pros and cons. A pro is that it looks awesome. Turret damage modifier vs troops - All BA/CV weapons deal higher damage against troops and drones (subject to change). Mining speeds of Hand Drills and HV/SV fixed drills have been buffed again. This will be the last buff the drills receive. I don't care if it's still too slow for some people, make an HV already and stop trying to finish the game without industrial mining equipment. Player backpacks take 60 minutes to despawn now. Please don't clutter up your MP servers, I know there are at least 4 RG servers now. Increased animation speed of Armored Golem by 50%. Please test, because I forgot to. I bet they comically run too fast now. EMP Artillery Rounds are no longer craftable, found in loot containers or bought/sold by NPCs. Artillery Turrets no longer need EMP Artillery Rounds to fire. They can be fired with RMB, alongside regular artillery rounds. Plasma Turrets (HV/SV/CV/BA) now have a secondary firing mode: "Particle Beam" that fires a beam of erestrum plasma for high impact and thermal damage against armored targets. New sound effects for the EM Pulse Rifle, which I love. I spent like 10 minutes just running around firing this gun off into the sunset. Adjusted window, armored window, shutter window and heavy window durability relative to each other and their construction material. Updated Faction Warfare with 12.2 stats and enemies. Minor HP buffs to fuel tanks, O2 tanks, generators and ammo boxes after someone pointed out that the base game gives them no hp. New flamethrower model and particle effects (WIP), may be buggy. Various bugfixes. If there are no bugs with it, and the medigun works fine, i'll push this to the workshop release.