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Topic: SSR: System Shock Kickstarter
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6740ba6eca4f2Xkilljoy98

  • Company: N/A
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I found a way to get the 2020 Demo and I didn't realize how dark this version of the game is

Maybe it's bugged idk
« Last Edit: 20. June 2023, 12:00:25 by Xkilljoy98 »

6740ba6eca7ecsarge945

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Nope, that looks correct in terms of it's intended darkness.

6740ba6ecaa58dertseha

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Hey all - I just finished the remake on 2/2/2/2. Apart from the very first Beta, I didn't touch any further previews, so this was my first playthrough. My impression on the remake is heavily mixed, overall. There's cool stuff in there - as well as things that aren't for me.

I may be coming back to the game for a particular savegame to hopefully get beyond the first Cortex Reaver to the (probably final) log that I didn't listen to. Yet other than that I doubt I'll start a new playthrough ever again.

6740ba6ecabc5icemann

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I'm still awaiting the patch for fixing the shooting animations. Soon as thats out I'll be back at it.

6740ba6ecb37dicemann

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New KS Update dropped today. Main points of interest:

*------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------*

Since the launch of the PC version of the System Shock Remake, our team has been heads down, working to further improve the game as we near the digital console release. We’ve listened to your feedback and the ending of the game is receiving a complete overhaul.

Below is a list of the upcoming items that we are excited to release in the next patch.

**WARNING STORY SPOILERS AHEAD**

Major

============

* Cloud Sync support has been added.
* Improved quest logic behavior across several areas of the game.
* Players can now no longer save over the AutoSave, and the AutoSave will now only appear in the Load Game menu.
* Game Over screen can now be skipped.
* Mission waypoints have been implemented for (Easy mission difficulty).
* Recycle Station ‘inventory’ size has increased to 4x3 from 3x3 to allow recycling of bigger junk items.
* The max payout from a Recycle Station is now 120 Credits.
* EMP stun duration has been reduced by 25%.
* SHODAN will lock the Research control room door if the player fires the Mining Laser at Earth.
* Detox patch now has a 25% protection bonus against environment hazards while active.
* Fix a soft lock that could occur when dying while interacting with a Surgery Machine.
* Items dropped inside of elevators should no longer disappear.
* Pathfinding performance improvements in Flight Deck and Groves.
* Fix a case where the player was able to clip through the world by loading games while crouched.
* Fix a case where plasma projectile FX would spawn every frame and wouldn’t clean up properly, causing major frame drops.

Minor

============

* SHODAN now has a surprise for the player when Diego is killed on the Security level.
* Total Enemy Reinforcements have been increased across all levels.
* Reduced the number of enemies that can bunch up in the same Reinforcement Volume.
* Enemies will remember the player for longer on all difficulties.
* Enemy line of checks include the projectile collision radius whenever possible so that their attacks fail less often.
* Fixed an enemy ambush that wasn’t activating properly in the Medical CPU room if the player comes back later in the game.
* Kickstarter corpse tokens added to enemies.
* Enemy awareness in the Flight Deck trap room after saving and loading has been fixed.
* Diego boss AI adjustments, largely in the first encounter.
* Cortex Reavers can now perform a strafe jump to more quickly engage the player.
* Mutated Cyborg and Tiger-Gorilla dismemberment has been fixed.
* Cyborg Mantis walks faster, will sprint more frequently, and HP increased slightly.
* Flier-Bots now have an Autocannon in addition to Gas Grenade attacks.
* Striker-Bots now have a Laser Cannon in addition to Homing Missile attacks.
* Flier-Bot and Striker-Bot textures have been improved.
* Fix for Hoppers and Mobile Lasers not being able to hit the player while leaning behind a wall.
* Security-1 Bot now has a rapid fire attack pose.
* Cyborg Warrior now has a moving attack similar to the Security-2 Bot.
* Cyborg Elite Guard head-mounted laser attack damage increased from 60 to 80.
* Alpha Strain long range attack now has a unique animation.
* Skorpion default inventory size has been reduced from 4x2 to 3x2.
* Assault Rifle damage increased slightly from 24 to 25 per round.
* Plasma Rifle now has an animation to unload the active Plasma Core.
* Abe Ghiran’s Head inventory size has been increased from 1x1 to 2x2.
* Missing character portraits have been added.
* Cyberspace I.C.E Shield FX has been improved.
* Wire Puzzle has new FX to more clearly indicate the required power level to solve it.
* Fix for Circuit Puzzle dead-end nodes filling from the wrong side in some cases.
* Fixed holes in the walls in Research tiles,
* Berserk patches now cost 5 Tri-Credits from a dispenser instead of 4.
* Shotgun ammo cost in Ammo Depots has been reduced from 15 to 14 credits.
* Loot table adjustments to reduce quantity of ammo received from Exec-Bots, Flier-Bots, Striker-Bots and Cyborg Enforcers.
* Ammo adjustments in Reactor, Alpha Grove, Delta Grove, Engineering, Security, and Bridge.
* Reduced the number of First Aid Kit pickups in Flight Deck, Security and Bridge.
* Assigned the correct idle animation to the Cyborg Drones (No more hovering guns while they are charging).
* Jump Jet improvements while in Low Gravity Volumes.
* Loading a save while falling will properly restore the player’s velocity.
* Barrel dispensers will no longer drop their dispensed barrels when the player leaves and comes back to a level,
* Energy Drain Mines will no longer prepend multiple “Destroyed” strings to their name after being repeatedly destroyed.
* Fix for player losing Low-Grav/Repulsor mods when switching to certain weapons.
* Improvements to how the enemy AI handles changing Repulsor Lift direction.
* Reactor’s Repulsor Lifts have been adjusted slightly to fix potential soft locks.
* Fix for the player being able to exit the Diego V1 arena by blocking main doorway.
* Doors will more elegantly restore their collision state when loading a save.
* Shotgun shell texture has been fixed.
* Crack-O’s are now no longer considered Junk.
* Fix for certain wall monitors not breaking when attacked.
* Fixed small animation issue with the Isolinear Chipset on the Bridge.
* Fixed sparking cable issues on Maintenance.
* Fix for several achievements not completing properly.
* Small text adjustments and spellings.
* Music playback adjustments.
* Fixed a potential audio component memory leak when concurrency limits were reached.
* Added a Controller Vibration accessibility option,
* Improved gamepad support on MFD,
* Improved automap performance.
* Fixed several visual artifacts on the automap.
* Automap will always update the map info bar with the data for the currently selected level.
* Implant tooltips will no longer display off the edge of the screen on certain display configs.
* Fix for the ‘Back’ button on gamepad causing the player to crouch when exiting menus.
* Credits updated.
* Other minor improvements, adjustments and balance tweaks.


F.A.Q.
Questions from the community

When will the shipping of physical goods begin?
Once version 1.2 has been released we’ll begin pressing discs and shipping physical goods!

Console announcement date?
Console versions are running smoothly but need a few rounds of QA support before we move to certification.

When will additional stretch goals be implemented?
Stretch goals such as the ability to select gender are being worked on. We also will be implementing a certain feature you may have noticed is missing from System Shock. Oink oink.


*-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------*

So the basic gist is that Night Dive with the remake appears to be going the same route that Snapshot Games did with Phoenix Point, where each new patch whilst certainly aiming to fix bugs, looks more at making gameplay changes. Not necessarily a bad thing, but it does mean that a play through on release, will differ to one several patches later on down the line game content and gameplay wise.

It's great that the bug for attack animations getting stuck has been fixed, though now we know that the gamepig won't be implemented + gender selection (important to some) won't be implemented until the next patch. So take from that what you will.

And whilst we have received the KS update regarding the new patch, said patch has yet to be released, but I would assume that it would be out within the next day or so.
« Last Edit: 30. August 2023, 01:11:02 by icemann »

6740ba6ecb551Nameless Voice

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Whatever happened to the cyberspace powerups anyway?

Mildly amusing they talk about using the 1.2 patch on the physical versions - when said patch still doesn't have some of the game's core features.

6740ba6ecb7f8Xkilljoy98

  • Company: N/A
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Nameless VoiceFor some reason different cyberspace upgrade verisons were scrapped. There were also a time bonus power up, quad-damage, mini-games (Which are coming later and cyberlog pick ups that were also cut.

There were also a few enemies cut too like Cyber Spawners, Cyber Stalker, Cyber Diego, etc
« Last Edit: 30. August 2023, 14:35:06 by Xkilljoy98 »

6740ba6ecba85Nameless Voice

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They mentioned them in the Kickstarter update.

Console versions are running smoothly but need a few rounds of QA support before we move to certification.

6740ba6ecbe22sarge945

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Some of the 1.2 changes look really good, but not enough to bring in the people who don't like the game in the first place.

6740ba6ecbf80ZylonBane

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Let me guess, still no way to disable pickup animations.

6740ba6ecc1desarge945

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Let me guess, still no way to disable pickup animations.

I doubt it, here's the closest thing I could find in the patch notes, and it basically conveys no useful information

Some first person Hacker animations have been corrected
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Yes! The update says:

"The team at Nightdive has completed work on the console ports of System Shock."

No release date is given, though a nebulous 'early 2024' date is mentioned. A pity, as I was still hoping for a surprise release this year (which could still happen, I suppose  :thumb:), but at least this is confirmation that NDS haven't abandoned the idea of a console release, as I was beginning to fear.


Xkilljoy98, thanks for posting news of the update.

6740ba6ecc60eXkilljoy98

  • Company: N/A
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JDoranNo Problem. I also assume the gamepig mini games are included in this update? But aren't specified in the patch notes

Regardless I hope "Early 2024" means like January or February but I guess we shall see

6740ba6ecc740icemann

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Unfortunately considering how long it has been between patches, the chances of anything in the way of additional features coming along after 1.2 is next to zero.

So if you were hoping for mod support then nope aint happening. Especially as they've had their focus on Quake 2, Dark Forces etc. Yes I know different teams but still.
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Is it common for a game patch to be delayed as long as SSR v1.2 is, especially considering that the web page says that the release date is no more certain than maybe early 2024? I don't tend to read up about game patches (PC or console), I just let them apply when they are available, so I don't know much about the build up to the release of a patch.

It just seems strange to me that they would wait so long (this patch was discussed by NDS at least as early as the August update web page), and I would have expected them to at least release a patch to fix the important bugs almost immediately after those bug fixes had been made and tested. Saying that the patch is delayed "due to parity with the console versions" is a strange thing to say, and I can't see the logic behind it.

6740ba6ecc9c8ZylonBane

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Makes perfect sense to me. The console ports are a branch of the original PC version, so any improvements made to the console ports have to be backported to the PC version.

6740ba6eccac5Xkilljoy98

  • Company: N/A
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I hear the delay is for one of two reasons

1. They were asked by their publisher to push it back and add more in order to get it to line up with the console release date

2. They pushed it back cause they wanted to add more

6740ba6eccbd4sarge945

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3. They pushed it back to get a release date parity on consoles after undergoing the long and arduous certification process, and had nothing to do with their publisher.

(Yet another reason why console gaming ruins everything)

6740ba6ecce6bXkilljoy98

  • Company: N/A
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sarge945Nothing wrong with having things on more platforms but no reason it couldn't go on PC first
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Makes perfect sense to me. The console ports are a branch of the original PC version, so any improvements made to the console ports have to be backported to the PC version.

Absolutely, but I don't see why over these past few months, NDS could not have released at least the important bug-fixes for the PC version, rather than forcing PC gamers to wait months for the fixes.



3. They pushed it back to get a release date parity on consoles after undergoing the long and arduous certification process, and had nothing to do with their publisher.

(Yet another reason why console gaming ruins everything)

You can hardly blame the delay on the existence of consoles, the delay is down to whoever made the decision to delay the release of the PC version of the patch. The existence of game consoles places no legal or otherwise absolutely impassable wall to NDS or whoever releasing a PC version first and later releasing the same/similar patch for consoles.

6740ba6ecd738sarge945

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You can hardly blame the delay on the existence of consoles, the delay is down to whoever made the decision to delay the release of the PC version of the patch. The existence of game consoles places no legal or otherwise absolutely impassable wall to NDS or whoever releasing a PC version first and later releasing the same/similar patch for consoles.

I like my irrational bias, leave me alone.

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