iPhone The Spatials (by Carlos Carrasco)

Discussion in 'iPhone and iPad Games' started by PeteOzzy, May 5, 2014.

  1. KiwiRed

    KiwiRed Active Member

    Oct 28, 2011
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    Perhaps a toggle to the eraser - one mode just removes room items, the other removes everything? (It was a bit time-consuming when I reworked my current base layout - had to delete the room completely, rebuild the floor, then place the items in their new layout)
     
  2. carlosww

    carlosww Well-Known Member

    May 6, 2014
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    The eraser has already been split for 1.0.2. None of the two new modes are the current "destroy everything immediately" which is frankly kind of not very user friendly. Now there's an eraser for floors, which immediately destroy floors and only floors, and refuses to delete anything if your designated area contains an object.

    The second mode is for removing only objects. And instead of removing them immediately, they get put into a "condemned" mode, where they don't generate any more jobs and wait for an officer to walk by and remove them. This can be cancelled anytime and unlike the current tool it will refund you half of the object cost. This tool will also immediately destroy objects which are in blueprint mode (not yet built and thus not yet paid for, so no loss here).

    We will see how it goes with this model. I don't discard more changes, if you think about it there's more ways to partition the eraser beyond the "nuke everything now" mode (only for blueprints, only for built stuff, etc).
     
  3. JJE

    JJE Well-Known Member

    Feb 22, 2012
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    A question concerning your blog. I assume the images were of the upcoming PC/Mac version. But it also implies that the update requires starting a new game to see the new features rather than using an existing save file. Clarification, please.
     
  4. carlosww

    carlosww Well-Known Member

    May 6, 2014
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    Not at all. If you look carefully you will see that the images are under the header/section explaining the new features for 1.0.2. All of the new features will be available in the iPad version 1.0.2, which I hope will get reviewed/published in a few days (it was submitted late last week).

    The part where I mention "Teleport in a new game" means that, if you start a new game after 1.0.2, you will start with a scientist with a Teleport skill already equipped, in addition to the usual Strategist+Pistol. This is to make it easier for new players. Many people give up in the early game and we are trying to make it easier for newcomers.

    You will be able to load your existing game in 1.0.2, of course! But it won't give you a Teleport skill for free, sorry. It was complicated to make it properly (What skill level? What if the inventory is full? etc). Teleport will drop as usual from mobs, and be available for sale in colony shops, just like any other skill. Tip: there isn't any real advantage for high level/ high quality Teleport drops, so just check from time to time low level colony shops and get it for cheap.

    We won't break save compatibility under any major version. 1.x.x will always be save compatible. 2.0.0 will be basically a new game, but it's months away.
     
  5. JJE

    JJE Well-Known Member

    Feb 22, 2012
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    Cool Carlos, thanks.
    One thing I have noticed is that the crafting system has me totally confused. Four similar skills can generate a passive. I kinda have gotten to the point that if I see something in a store I like I just buy it. Grinding for some cash in a lower level planet isn't a big thing.
    Also giving that darn scientist something to do other Than recharge is great in my opinion.
    All the best, as usual.
     
  6. CalinR

    CalinR Well-Known Member

    Jan 16, 2013
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    Criminal Defense Attorney
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    Just picked up the latest update, very cool. I love the new target circles under the enemies, makes combat a whole lot more precise, eliminating a huge gripe I had with the game before. Started a new game and actually ran out of money before a mission. Awesome work.
     
  7. Jorlen

    Jorlen Well-Known Member

    Jan 7, 2009
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    #87 Jorlen, May 20, 2014
    Last edited: May 20, 2014
    The update is great but there's a nasty bug introduced with this build.

    If you implant a skill to replace another, the replacement disappears instead of going back in the inventory.

    This happened with an active skill on my engineer, and was able to replicate it twice (lost two good active skills in the doing though).
     
  8. JJE

    JJE Well-Known Member

    Feb 22, 2012
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    Small bug found while replaying a level 10 bounty planet. Kill x pirates, kill 1 boss, collect 5 fruit. No fruit dropped and I wiped every living thing off the planet to be sure.
    I was just farming for cash so no big loss but that bug is still there nonetheless.
     
  9. carlosww

    carlosww Well-Known Member

    May 6, 2014
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    This is actually a balance change, skills are now one-time use. There's a warning text in the skill popup, "Implanting the selected skill will destroy this one", under the Current skill pane.

    I know changes like this are unpopular but keep in mind the game as released was way too generous with items. We are trying to fix that and that implies making items more scarce, and the decision to equip one more important. That being said we don't anticipate any more core mechanics changes in this area other than tweaking drop %.

    Very true, I missed this one. I've investigated now and it happens in games started in 1.0.0, and then played in 1.0.1 or 1.0.2. Your mission was generated in 1.0.0 and it expects fruits to be a direct drop, which was removed in 1.0.1. Unfortunately the game doesn't time-reset missions so the impossible objectives will stick there forever. Is this affecting you too much your ability to farm?

    The other side of the coin is that 1.0.0 generated missions have bigger credit payoffs, and later versions respect those. Before we release a new version you can try to stick to missions that don't require resource drops (or that require seeds or spores, those are still drops) and enjoy your credit bonus!
     
  10. Jorlen

    Jorlen Well-Known Member

    Jan 7, 2009
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    Oh, I see. I'll be honest and say I don't love it, I had gotten used to being able to swap out skills, mostly to experiment and try and find out ones I liked. Sometimes the skill looks good on paper but isn't practical.

    Still a great game and no regrets in supporting you. Should you ever change it back though, it would be a cause to celebrate :)
     
  11. Tango

    Tango Well-Known Member

    Sep 11, 2010
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    I am not that far into the game yet, would you recommend starting from scratch for 1.0.2?
     
  12. carlosww

    carlosww Well-Known Member

    May 6, 2014
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    I believe there's enough secondary worlds with random non-affected missions for this bug not to be much of a problem in case you have a 1.0.0 save (and beating the non-affected missions will generate fixed missions in the same planet).

    But remember you have unlimited save slots and can start an unlimited number of new games, so if you try a new game and regret it later, you can go back to your original 1.0.0 save.
     
  13. JJE

    JJE Well-Known Member

    Feb 22, 2012
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    >>Very true, I missed this one. I've investigated now and it happens in games started in 1.0.0, and then played in 1.0.1 or 1.0.2. Your mission was generated in 1.0.0 and it expects fruits to be a direct drop, which was removed in 1.0.1. Unfortunately the game doesn't time-reset missions so the impossible objectives will stick there forever. Is this affecting you too much your ability to farm?

    Not affecting my play in the least. I have a grove of fruit trees so I don't need the fruit and the bounty payoff is mitigated by the fact that everything I picked up on that level was destined for the recycling bin anyway.
    I had my eye on this sweet L15 *** rifle. Wouldn't you know it, "somebody" jiggers with the store contents during an auto save. Ya little dickens!
    Ps: what's the magenta blobs for? My specialists' girlfriend has generated a ton of it.
     
  14. mutts

    mutts Active Member

    Jun 28, 2013
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    Great little suprise that i forgot about. ( mainly due to a big pc release)
    I downloaded the game awhile back because of the screens, the free to play made me sceptic too.
    But what a fun game it is, would even have paid for it. As all before have mentioned the movement on planets can be i bit faster. And a small tutorial mission might help those struggeling. Keep it up.
     
  15. Tango

    Tango Well-Known Member

    Sep 11, 2010
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    Did you adjust scientist downtime to regain full morale? Seems like my team of 4 on my new 1.0.2 game take forever to be ready to go on a new mission. I have 4 beds and 4 lunch tables along with one each of all the other level 3 and 4 improvements. Just seems slower than my last game. Do they regain morale while not in the app?

    Also, really liking the teleport feature, it's a nice addition. Looks like you revamped the galaxy map a little bit too, I think I like that. :)
     
  16. JJE

    JJE Well-Known Member

    Feb 22, 2012
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    I had a similar problem until I tried building one more crew device more than the crew I had. In other words with four crew build five beds, showers and tables.
     
  17. carlosww

    carlosww Well-Known Member

    May 6, 2014
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    They are slime, it grows from spores. Use it with a dessert confector in the kitchen to make delicious desserts. It's the future of food. Just wait until you see the last food tier ;)

    Movement speed has already been increased and the Teleport added, for now we don't plan on increasing it again. Otherwise it would look comical given the relative size of the map vs your officers vs animation speed (cue Yakety Sax). At this point it would either be the idea of transports or reducing the map sizes. I think that once you start landing on more involved maps it doesn't matter that much since you spend most of the time fighting. And even the very first map, which is only about walking, can be done in about 5 minutes.

    We haven't touched morale gain in any of the updates, it's still the same. As JJE mentions build a bit more than strictly necessary so they never have to wait to use an object. Also remember you can have more officers than the free ones the game gives you, so you can rotate your entire team with fully rested officers that didn't went on to explore on the latest landing. Extra officers are 50% cheaper in 1.0.2!

    That being said in 1.0.3 we will probably make morale regen from eating and resting more generous.
     
  18. Tango

    Tango Well-Known Member

    Sep 11, 2010
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    Thanks much for the reply! I have yet another question! Is there a way to exclude someone from an away mission? I have 4 officers currently and see no way to leave one behind. I'd like to split into 2 teams of 2 instead of bringing 4 along on these early missions.
     
  19. JJE

    JJE Well-Known Member

    Feb 22, 2012
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    The only way I can find to do that is give the crewman the worst level 1 load outs and just wait a few seconds during the first attack. Problem solved. *
    That said each character type does have an unique purpose and you really need them all especially in later levels. Also it's not like any one type is leveling up,

    * doing this will cause you to burn whatever good skills your character has implanted. Don't do this ever.
     
  20. Jorlen

    Jorlen Well-Known Member

    Jan 7, 2009
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    Were drop rates for passive / active skills lowered in the last patch? They seem to be more scarce, and the ones I'm finding aren't all that great.

    This, combined with the fact that you lose the skill when you implant is a pretty hefty balance change, which means I'm having to use the shops and buy skills a lot more often. Thankfully with the currency doubler it isn't all that difficult to make $ as of yet (level 15ish).
     

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