First of all, thanks for support!
- Bug: using version 0.83 with the latest nightly build, I get palette problems in any battle: everything is purple and black-coloured. Strangest of all, it seems this only happens in the area near my ship.
Dammit. This is beyond my power; I'm using a build about a week old, and no issues like this. I couldn't fuck it up even if I tried, it has nothing to do with the ruleset, and the graphic files are the same as always. Try an older build or wait until the devs fix it.
- Moar bugs: the game crashes when I try to do anything with Large Living Quarters or Large Vaults, that is, trying to look at their Bootypaedia entries or building them. Only thing I can do fine is researching LLQ, but there is a crash as well when clicking View Report.
This shouldn't happen - there were issues like this but not lately, and it certainly works on 0.83 for me, I'm during extensive testing. Try deleting Resources/Piratez and installing 0.83 again, or disabling other mods which modify the base facilities (if any are in use).
- Sprites: while I adore the sprite changes on laser guns, I think the Heavy Plasma Pistol sprite looks like a Plasma Holdout sprite, and not like the “most powerful handgun in the universe”.
- Sprites: the Electro-Sword sprite could be improved by working on the Tesla Cleaver sprite from Fallout: Brotherhood of Steel. While that game is a disgrace to the Fallout name, at least it might have a reason for existing.
- Sprites: Again, the Vibro-blade looks... odd. Possibly working on the Ripper sprite from Fallout (either the FO1/2 or the FO3/NV should do the trick).
- Sprites: Stun Grenade. A base to work towards could be the Plasma Grenade from Fallout 2. It looks something like a flashbang, doesn’t it?
I'll give these sprites a rework, and thanks for the suggestions. While I like the vibroblade as it is (not ruling out adding the ripper somewhere though), the rest, well. HPP (credit to Rockfish) requires some serious buffing but at least it's no longer a laspistol with some blue flashy bitz. Sword is indeed too generic and the Tesla Cleaver seems close to what one should expect here... The stun grenade, well, it might be ugly but still my child, my first sprite done from 0 pixel-by-pixel
I'll work on it a bit more now, as my skill is better now.
- New item: Recreational Drugs (AKA heroin shot). Smugglers carry’em, useless for your crew (they are recreational drugs, not combat) and sellable for a pretty penny. Sprite could be the Empty Hypodermic from Fallout 2.
Yeah why not, I'm not sure yet that Smugglers should be drug junkies... but they could smuggle drugs none the less.
- Weapon balance: why adding Aimed Shots which are lousy anyways to inaccurate weapons, like the Holdout or the Spraygun? Weren’t it simpler before when you only got Snap Shots?
That was my initial logic, but these weapons turned out to be so crappy that adding the option to actually hit something beyond 15-tile range seemed fair. So far I'm rather pleased how it worked out (these aimed shots are an emergency, but an Aimed shot, however crappy, has the beyond-sight range) but we'll see how it turns out after more testing, you couldn't possibly have checked how they behave in battle and how they influence early gameplay in such short span of time
- Bootypaedia: when will we get a text for the Star God Coordinator entry? Aren’t our minds ready for the revelation yet?
- In-game world questions: what the hell is an Ethereal doing on a Smuggler ship! Ethereals give me nightmares and you put them side-by-side with Han Solo? Is it a rouge Star God, or Smugglers are really controlled by Star Gods or... ? Also, how do Psionics work in-world? As, you learn about VooDoo from an Esper and magically you get a bunch of VooDoo doctors, Gandalf-esque, knocking to your door looking for employment, magically equipped with blueprints to build labs for them? It sounds a bit too random to me.
Yeah he's a rogue Star God (notice how he's called... ugh right it's impossible unless you stun/panic/MC him) and on 0.83+ (in case of game in progress, the missions are updated within a few months) should appear very, very rarely, certainly no longer on butter-and-bread generic missions... Also I should perhaps change the color of his robes to reduce the shock effect.
Also, no there is no mystery, just someone needs to write those texts and I was so far too lazy to do it. Especially with the texts that require a lot of thinking. Good point with the voodoo thing though, as the mod is making more and more sense when taken together, quick and dirty solutions begin to show through. The descriptions and perhaps even the research tree will be adjusted to have more rhyme and reason.
In general, while this may happen sooner, I can only promise all the descriptions finished on 1.0; game mechanics always get the priority.
Once again, sorry for incosistences and sudden balance changes, but while fully playable and considerably bug-free, this is still an experiment/wip none-the-less... and the validity of new solutions can often be judged only through testing.