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Colony Ship: A Post-Earth Role Playing Game News

Update notes for Sep 18, 2021

Improvements

- New map screen with lore snippets;
- New stimulant: Zen - Removes Panic and increases neural resistance by 50;
- New area: Mission control;
- New enemy: Mind worms;
- Added Num1-9 keyboard shortcuts to dialogue answers;
- Key rebinding screen now detects bindings that are already used and offers to erase them;
- Added special cursor and text for characters that can't be taken down;
- Added combat queue item highlighting when pointing at the character in the world;
- Added "electric shock" visual effect for some attacks;
- Implemented small versions of main panel ally boxes (no portraits) for combat;
- Limiting object outlines to current floor only if PC is in a building;
- Limiting object outlines by distance;

Changes

- Increased helmet DR;
- Increased enery weapons cell consumption. Pistols use 3, rifles use 4. Magazine size increased to 12;
- Energy pistols damage reduced to 15-17 (standard), energy rifles to 20-22;
- Prices rebalance. You can sell for 20% now, prices for common loot items is lower;
- Cloaking field gadget now replaces sneak ability, doesn't add to it. This means it's 100 on the first turn, then starts going down depending on the gadget stats. If your skill is higher than the cloak value, it's used instead;
- Re-arranged the map list in the Pit, separating them in Main Street and Camptown locations, and adding indents and alphabetical listing for more clarity;
- Creeper is not draining HP anymore if it didn't do any damage;
- Turrets now prioritize targets by THC, then range;

Fixes

- Fixed lack of Biotech reward on the stimlab machine;
- Fixed lack of XP from turret fight;
- Fixed collisions creating an invisible wall on barnacle fight;
- Fixed combat not starting when killing a scav in MCT and then being found;
- Stealth now ends when killing all scavs;
- Fixed some prices being higher than intended (energy weapons, energy cells, light riot armor);
- Fixed Manny not taking your money;
- Caleb properly gives ammo;
- Fixed being able to start combat while sneaking inside Camp Reid Room;
- Fixed being able to repeat regulators and Camp Reid room sneak over and over;
- Specialist is now checked when trying to remove the targeting control module to repair the turret;
- Fixed typos;
- Fixed AI spending incorrect amount of AP for opening a door;
- Fixed melee fighters skipping turn if they're supposed to attack from closed door's tile, and you stand right behind the door;
- Fixed characters sometimes walking through doors;
- Fixed key rebinding window sometimes becoming unresponsive;
- Fixed stealth info panel not being updated with active character's stats;
- Fixed animation-related AI freeze;
- Fixed weapon not being set as activate when unequipping both weapons, then equipping one;
- Fixed items not usable from the inventory screen's inventory grid;
- Fixed an inability to switch back to PC via combat queue item, when double-clicking on it in placement phase;
- Fixed wrong specialist character being selected in dialogue actions;
- Now can't equip an item if it blocks the slots that are already blocked;
- Fixed larger initiative penalty shown as green in item comparison;
- Added Creeper grab attack textbox reports;
- Fixed displayed reaction values and tooltips in several UI screens;
- Fixed incorrect implants value in HP tooltip;
- Fixed Chance quest crash;
- Pulse grenade now affects turrets;
- Fixed lost focus in dialogue screen when you click away into game viewport;
- Fixed turret MaxAP reset to 0 after reloading;
- Fixed character creation screen layout slightly moving when player changes stat values;
- Fixed character creation screen showing "unspent points" message only if there was > 1 point (should be > 0);
- Accuracy from wearable items (helmets, goggles, etc) now stacks with accuracy from implants;

New Location: Mission Control

We proudly present another important location - Mission Control ruins:



The century-old wreckage of the Ship Authority government complex that once controlled every aspect of life on the Ship.

The mutineers’ attack was months in the making, a decisive, disabling strike at the electronic heart of their world. It should have been over in less than an hour, but such things rarely go as planned. The Ship Authority was made of harder stuff than anticipated and the first assault was driven back.

In the following months of attack and counterattack, the mutineers’ failure to quickly secure the complex cost them much in lost lives and spent firepower. When forced to surrender ground, both sides adopted a policy of destroying anything not of immediate use, so as to deny it to the enemy.

Decades later, deteriorating conditions at home began to drive explorers and treasure seekers farther and farther afield, until a lucky group wandered into the fringes of that fabled battlefield. When the first news trickled back of decks littered with the technological marvels of Old Earth, the scavengers swarmed like maggots devouring a carcass.



Here the focus is on exploring the complex rather than fighting or dealing with factions. Only the first 5 levels (including the topside and mostly atmospheric General Assembly) are available in this chapter. To go deeper you'll need information and special items requiring a trip to the Habitat.

You'd meet two potential future companions here: Romeo (a riot control robot) and Knurl (a mutant you were asked to kill), plus several prominent 'divers':







You'll be able to repair the robot (you'll need some armor plates, a gyroscope stabilizer, and a new head) in this update, but finding weapons (if you notice the robot's model doesn't have any at the moment) will be a bigger problem to solve. Energy cannons' ammo isn't easy to come by, so you might have to order some old-fashioned machine guns or supplement them with a grenade launcher.

We look forward to your feedback. Now on to the Shuttle Bay:



* * *

If you're just discovering the game and would like to know more, here's the features overview:

https://store.steampowered.com/news/app/648410/view/3019074494734257463

And if you're wondering if the game is for you, read this first:

https://store.steampowered.com/news/app/648410/view/4461354274028263845

Update notes for Jul 23, 2021

Improvements:

- 3 pre-made characters
- Improved visuals and level design
- Lots of exploration, skill checks, looting, etc
- More party banter and NPC comments
- A proper stealth run when thrown in jail
- A new energy pistol, upgradable in the future
- Key rebinding

Fixes:

- Fixed stealth turn ending if it's dead character's turn;
- Quest items can't be dropped now;
- Fixed allies not selectable in placement phase if Swing attack is selected;
- Fixed CC's turn added if player's action canceled 10 times (like 10 "unable to reach" clicks);
- Fixed frogs not hopping when the next path tile fails line of fire check;
- Fixes to party teleportation;
- Double clicking combat queue item in placement phase now allows ally selection;
- Disabled opening char screen for temp allies;
- Fixed human chars sometimes being stuck when reacting to frog attacks;
- Fixed a bug when you could fire bursts from a shotgun (and do other attacks from inappropriate weapons);
- Fixed regeneration working in stasis;
- Fixed weapon switching while in stasis;
- Fixed outlines disappearing when switching levels;
- Added overhead text to different map objects, not just characters;

Updates notes for Jul 1, 2021

- Fixed freeze after killing in stealth mode
- A Keeper in the Black Hand fight has correct ammo type now
- Added a Perception check to warn you there's a frog in one of the modules in Hydroponics
- You can save Hank with diplomacy now

New Location: The Factory

After two months of work we proudly present the next location - the Factory, an abandoned industrial complex sitting between the Pit and the Habitat (your current destination).

“Before the Mutiny, a rail system suspended high in the Factory's metal canopy would deliver citizens to the dismal warehouses and distribution facilities where they spent their working days. Not surprisingly, that's where the revolt started, quickly spreading throughout the Ship. The factories were looted and stripped for parts, the railway blown up to cut off the Mission Control from the Habitat and prevent reinforcements from pouring in.

Within a few decades, the Factory had been mostly abandoned until growing trade between the Pit and the Habitat turned it into a new Silk Road...”

It features a fun three-way between Thy Brother's Keepers, The Black Hand, and Detroit City, which can end in five different ways.

Right now you can fight or talk your way through. A stealth path will be added in July (if you played our first game, think infiltrating Antidas' palace, only in turn-based stealth mode).






Notable changes:

Improvements

- Added reload animations to weapons during combat.

Changes

- Energy shield starting regen is 3.
- Opportunist reaction increased to 10.
- Gunfighter reaction reduced to 10.
- Dodge This graze mod increased to 20, damage reduced to 2.
- Tweaked SMG reaction stats.
- Aimed burst now has 10% penetration.
- Healing factor HP gain increased to 3.
- Tweaked the weapon skill gain system.

If you're just discovering the game and would like to know more, here's the features overview:

https://store.steampowered.com/news/app/648410/view/3019074494734257463

And if you're wondering if the game is for you, read this first:

https://store.steampowered.com/news/app/648410/view/4461354274028263845