View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0012324 | Bionic Dues | Suggestion | Sep 12, 2013 10:48 am | Sep 12, 2013 11:11 am | |
Reporter | Histidine | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.907 Start Of Alpha Round 2 | ||||
Fixed in Version | 0.908 | ||||
Summary | 0012324: Move starting Stealth Generator effects to intrinsic exo bonuses | ||||
Description | Because a Mk I Stealth Generator that outclasses anything you'll get for the rest of the game feels a little silly. (note that this change will have a gameplay effect, specifically freeing up a Propulsion slot for another module) | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Thanks! * Rather than getting a piece of loot that provides hacking points, the science computers just get an inherent 6 hacking points. This is more powerful, and simpler for the player. * Rather than getting an incredibly-unusually-good stealth generator at the start of the game, each exo now gets those same stealth points and consecutive turns as inherent effects. That both feels more natural and frees up one of the propulsion slots for other stuff later on. |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 12, 2013 10:48 am | Histidine | New Issue | |
Sep 12, 2013 11:11 am | Chris_McElligottPark | Internal Weight | => New |
Sep 12, 2013 11:11 am | Chris_McElligottPark | Note Added: 0033534 | |
Sep 12, 2013 11:11 am | Chris_McElligottPark | Status | new => resolved |
Sep 12, 2013 11:11 am | Chris_McElligottPark | Fixed in Version | => 0.908 |
Sep 12, 2013 11:11 am | Chris_McElligottPark | Resolution | open => fixed |
Sep 12, 2013 11:11 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Suggestion - General Idea => Suggestion - General |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - General => Suggestion |