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Colony Ship: A Post-Earth Role Playing Game News

Update notes for Feb 8, 2023

CHANGES

- Sarah now offers biotech training.
- Critical damage multiplier reduced by 10% (base is 1.2x from 1.3x).
- Each CS skill level gives 0.01x critical damage multiplier.
- Max CS chance is Hit Chance -10.
- Fast: Accuracy -10 (from -15), graze +25 (from +30), CS -20 (from limit 10).
- Power: CS +15 (from +25), CS Dmg 1.35x (from new baseline of 1.3x).
- Carve: AP cost +2 (from +3), accuracy penalty -5 (from -10), CS +5 (from +15).
- Gladiator: Graze damage increased to 25% (from 15%).
- Precise Strike: Added Carve and Knockdown to the accuracy bonus.
- Tweaked accuracy and critical chances of several weapons.
- Energy revolver: Base version gains +6 accuracy. Upgraded has now +10 penetration.
- Jed Punisher feat gets +2 melee damage.
- Squad Leader: Added Accuracy and Evasion +4, Critical Chance +3 (from +6). Overclock doubles the values.
- Squad Leader can only be implanted on the main character.

FIXES

- Fixed wrong skill on the Great Mother's sniper.
- Fixed not being able to show Six Banger the energy revolver (not retroactive).
- Fixed not being able to train new party members.
- Fixed accuracy reduction from THC Penalty not being applied.

New location - the Heart (of the Ship)

You can now travel to the mutant town known as the Heart in search of a reactor-grade fuel cell and recruit a mutant companion (one of two mutually exclusive party members) to your cause . Your adventure continues and we take one step closer to the release.



Living and working in the radioactive umbra of the damaged reactor greatly increased mortality rates for the outcasts, but many generations of shortened lives, afflicted with mutations both minor and severe, have resulted in a people fully adapted to the toxic environment.

In the mutants’ earliest days labor was by necessity divided, the men tending to the engines while the women tended to the men as they inevitably sickened and died. Much was asked of these mothers and sisters, and from the beginning they adopted the faith to augment their strength.

Many mutants credit their people's survival on this belief, that another world awaits them after death, a counter to the hellish reality of the reactor. Due to the inescapable radiation poisoning of engine work, only the females lived long enough to take on the role of elder, and to run those aspects of life beyond the perimeter of the engines.

Thus did necessity evolve into tradition, and tradition into law. The females sustain the priesthood and all the sacred duties of religion, while the engine work and protection of the enclave have fallen to the males. Those who aren’t happy with such an arrangement leave the enclave, becoming true outcasts, welcome in neither the Habitat nor the Heart.

What's left to do:

- Hydroponics, Yellow and Red Zones (simulated Proxima environments).

- Mission Control lower levels (that you couldn't explore before). There are two ways in, one's the eye you stole from the Church's vault, the other involves baiting a giant worm known as Ol' Bub as in Beelzebub.

- The Ship's Bridge

- The Endgame

Hydroponics and Mission Control are easy to do as we'll be expanding the existing locations. The Bridge is small by definition, so the hard part is behind us now. Once these locations are done, the level design (a major chunk of work) will be finally done as well and we'll be able to fully focus on the endgame events.

Here's to light at the end of the 6-year long tunnel.

New Content & Second System Update

You can finally return to the Pit to continue the story and deal with new problems, while enjoying new system improvements, most notably:

- A death timer. Now when a party member goes down in combat, you have 3 turns to end the fight to save the fallen comrade. There are minor side effects that slowly add up, so don't take the dirt nap too often,

- Improved combat AI

- Extensive balance changes (feats, implants, attacks, weapons, gadgets, grenades, enemies)

- Improved looting mechanics

- New weapons, improved icons

- Improved visuals

To see the full changelog, click here

While we're very happy with the overall state (grazes work all throughout the game, critical chance and damage depend more on your builds, evasion works as we envisioned, reactions work better, item progression and feats are improved, etc), the numbers will still need some work and we'll continue monitoring your feedback.

Since it's already December, we'd like to use this opportunity to wish you a Happy New Year and thank you for your support.

More ECLSS Tweaks and Fixes

Balance tweaks

- Pulse grenades against robots and turrets now deal 16 damage and disable shields. Knockdown is now 1 turn (they get up at their turn start).
- Lowered ballistic and energy DR of robot a bit.
- Robot now uses a different attack for reaction shots, that have -15 accuracy, +15 graze, -10 critical chance.
- Robot regular attacks don't have a random chance to cause knockdown, now it happens on critical hits.
- Robot attacks now always cause a minor stagger (-2 AP).
- Increased penetration of energy weapons by 10 (smg has 20), and lowered damage of rifle by 2.

Fixes

- Fixed robot not attacking when engaged on melee.
- Fixed energy turret running out of ammo.
- Fixed energy shield not registering hits.
- Fixed energy shield missing on turrets on reload.
- Fixed an animation issue with panic and knockdown.
- Fixed Skill Monkey increasing skills in Character Creation.

Minor ECLSS Update

- Fixed loop on robot when not being able to find cloaked solo character.
- Fixed a bug with stealth not finishing on killing the guards in the spy quest.
- Tweaked the balance in the mausoleum sneak sequence.