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I really wish I could translate it. Sadly, the game has all the text tied directly into the code, which is less than optimal for localization. Once I've released version 1.0 I'll look into splitting the text off so it's simple to edit. And thanks for the offer. It's much appreciated - just wish my code weren't such a mess.
Thanks for the kind words and vote of confidence! Doing my best to keep quality high and polish off the last few rough edges.
You should see the new designs ;)
Because most forms of xenofauna and many abominations are vulnerable to plasma burns. It isn't intended for hunting food but killing dangerous predators.
Hunting in the Scaffold 22 universe has a very different connotation, as most people live on hab-platforms and don't want bothersome xenofauna nibbling on power leads or murderous abominations interrupting their sleep - or shopping.
They're used by too many other manufacturers and I ran out of ways to variate. In particular Sanction and CalTech have handguards on almost everything, and Reaper & Meyer-Fraulicher have traditional trigger guards. Vindel, Blackthorn, Nitewood, and Illitivan have less to even it out. Trying to vary design as much as possible so things don't look so 'samey' anymore.
Thank you :)
I'm hoping to update everything to this sort of quality and a unique style; where it feels special and cool to own a certain weapon. One of those last touches I want to make.
It will probably block a rather major mission unless you take a specific alternate path. So I've uploaded a quick (and stupid) workaround.
If you have neuronodes installed and go to your apt, then listen to music, it will remove the augment. This will allow you to speak to Anska again.
Bit of a hacky solution but it should solve the immediate problem.
This appears to be a (admittedly very annoying) bug. Neuronodes and cyberskel were incorrectly flagged as visible cybernetic implants. Unfortunately, there's currently no way to remove them as the nodes were not intended to block access to Anska. Will be fixed in the next release.
If you find any more issues, please do report. And glad you're enjoying the game!
Hacking is a work in progress; it's supposed to be a minigame but at present the puzzles are just ASCII strings converted into various encoding formats (binary, hex, base64). It needs a rework.
Glad you enjoyed it :) location graphics and visual content are in the works.
Monsters. Or, to be more exact, genetically or technologically augmented humans that were created in a way deemed to be illegal. The distinction is rather arbitrary at times, usually due to political or racial motivation. There'll be news article that deals with the topic of abominations sooner or later.
It was concieved as a non-helixical drum shaped to allow the bolt to carry through the bottom of the magazine, stripping a round and loading the chamber. But it occurred to me that a coil accelerated fiream might not need a bolt. At any rate, it's a non helixical cylinder.
Abominations and hostile humans.
I agree; it's a hard concept to sell because it's a niche market - the rule of thumb I'd use is if you enjoy reading novels, you'll enjoy the game. Otherwise, probably not so much.
Still, there's no harm in trying to bring Scaffold 22 to a larger audience.
Also thanks for the suggestions. I really like the variable text idea and, yeah, painted art is planned. That said, I haven't looked into presentation, interface, etc. quite as much. Getting the plot down in its entirety is my priority. Once I know what has to be said, I can cut it down and play around with it to see what works.
Whenever you like :)
The story is intended to be episodic, so you can play part I, keep the save file at the final screen, and continue on once part II is released, and so on.
the gameplay/story will be pretty much fleshed out for each release, though future updates will probably improve on issues with earlier releases as they become known (or I find better ways to solve problems).
I'll be writing up a launch announcement later today or tomorrow that explains the concept in a bit more detail.
very sleek :) excellent work. like the added touch the dlc text :D made me giggle.
It does? Cool! Good to know :D I wasn't sure
dunno to be honest. Maybe typewriters...
I didn't realize it would be that... big. This is to scale, right?
So 50's b-rate sci-fi. Not sure that's a good thing but I, for one, like it.
I love the magnet.
Can just hear the GLA dudes thinking: Ooh, let's build a big huge magnet which won't scramble our OWN computers in the process, now, will it?
Had to chuckle when I read this. Know the feeling all too well.
"What a year went by? But I only..."
Wish you all the best for the anticipated release ;)
I'd be hard pressed to give you an exact list. They ammount to:
- fixed some typos and in-game descriptions
- fixed missing build options
- re-wrote gamerule scripts so they no longer use random values (MP compatibility - in theory at least)
There may have been more changes I can't remember.
This looks pretty smooth, pouk. Didn't even see it at first. Excellent integration.
gla haz scarez xD
I have an updated version sitting around which fixes a lot of minor issues. I can put it up if you guys want, just can't guarantee much support or that it will work.
bloody epic xD
Oh okay, makes sense. Seems like the most elegant solution. I really like how it turned out!