Essence_of_Meh

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[โ€“] Essence_of_Meh@lemmy.world 2 points 11 hours ago (1 children)

To be fair, I did read this one too and mentioned it in previous threads (thanks for the suggestion, again). Besides, both MC's do look pretty similar too.

[โ€“] Essence_of_Meh@lemmy.world 2 points 13 hours ago (3 children)

That's the one I meant, I guess some places use a different title for it.

Get well soon! ๐Ÿ˜Š

If I die... tell my mom... I left some ice cream in the fridge.

[โ€“] Essence_of_Meh@lemmy.world 3 points 19 hours ago (5 children)

I've been pretty sick and extremely busy so no much reading for me. I did keep up with the series I post here as well as catch up on Villains Are Destined to Die. One thing to mention on the latter - I really appreciate how done the MC is with everything. She had a shit life in real world, shit life in the game world and all she wants is to be left alone to exist in peace. It's great.

Final update on my desktop app journey - I've decided to drop Komikku (it's fine but has too many small and annoying quirks) and moved all the things I want to Suwayomi. The latter has it's problems as well (to the point I use it less then initially planned) but the overall experience is better than Komikku so I guess I'll manage.

A'ight, back to resting.

[โ€“] Essence_of_Meh@lemmy.world 2 points 4 days ago* (last edited 4 days ago)

Patch notes:

  • New Persistent Sandbox Activity: Storm Breaker
  • New Environmental Hazard: Radiation
  • Wikelo Emporium Exchange Updates
  • Equipment Swapping Hierarchy
  • Additional Gameplay Updates:
    • All medbeds will now protect players from damage for a small amount of time after respawning. This effect will last 30 seconds while in the bed and will be canceled if getting out of bed before the 30 seconds are up.
    • Increased refinery job speeds across all types and updated to allow complete orders to be loaded onto cargo ships.
    • Reward Balance for Rayari Gathering Missions
    • Updated Bounty Hunters Guild missions to use the rebalanced encounters from Patrol Missions V1
    • Slightly increased the numbers of Kopion in Acidic Caves
  • Location Updates:
    • Exterior proxy polish pass to Space Stations and Landing Zone locations to reduce areas that can be used to clip into many of these locations from the outside
    • Added bigger cloud formations to Pyro IV
    • Increased Pyro IV temperatures
  • New Player Hairstyles
  • New Vehicles:
    • ARGO ATLS IKTI
    • ARGO GEO IKTI
    • ARGO IKTI RAD
    • Esperia Prowler Utility
  • Scanning Mode and Targeting UI Updates
  • Shield Regen Updates
  • Ship Updates:
    • Prowler Series
    • Idris Series
    • Starlancer Series
  • Missile and Torpedo Balance Updates
  • Ground Vehicle Scanning Adjustments
  • Additional Ship & Vehicle Updates:
    • Flight turbulence has been readded to ships. This will be most noticeable in storms and when near ground surfaces where proximity flight disturbances occur
    • Added Flight Blade controllers and Behring CST-313 Castillo bomb rack to PU shops
    • Updated all 300 series loadout kits to use 1:1 gimbal size setup to match current game design as originals used size down gimbals
    • Increased ship soft death ratio. This will cause ships to enter soft death at a higher health pool.
    • Updated all engineering component's health scaling with increases and decreases across components
    • Swapped Regen & Slapdown balance for shield generators
    • ATLS Variants can now be called using the freight elevator in the hangar after delivering it to the location on the ASOP
    • Updated ship UI messaging to reflect the average distortion of the power plant(s) as a percentage
    • Enabled countermeasure actions while in scan mode
    • Added gimbals to ground vehicle remote turrets
    • Reduced the Anvil Asgard/Valkyrie cross-section emissions
    • Changed the Singe Cannons to be bespoke to the Banu Defender
    • Greatly increased Polaris and 890j hangar door and ramp health
    • Updated Gladiator to allow missile swapping
    • Slightly increased the Anvil Valkyrie and Asgard max ammo capacity
    • Increased Anvil Centurion max turret ammunitions
    • Slightly restricted the Polaris turret gimbal movement to avoid them clipping through the ship
    • Slight reduction in Gladius max pitch velocity
    • Added missing C8 Pisces armor damage reduction modifier
  • Weapons and items:
    • Volt "Prism" Shotgun
    • New CureLife DeconPen Xtra
    • R97 Shotgun Balance
  • Additional Weapon Updates:
    • Volt Shotgun Mag added to shops
    • Environmental suit added to shops
    • Adjusted Volt Weapon series modifiers to improve hipfire recoil feel
    • Updated all environment suit tolerances to approximately -150c to 175c
    • Added a base radiation resistance to all armors
  • Dynamic Rain
  • LTP Additions:
    • flight blades and bomb rack item types
    • Kopion Horn / Irradiated Horn
    • Marok Gem
    • Ranta Dung
    • Amioshi Plague
    • Irradiated Valakkar Fang (Adult/Juvenile/Apex)
    • Valakkar Skin / Chitin
  • Additional Core Tech:
    • Tech update to add ability for locked doors to require multiple forms of authentication to open such as having to wear specific clothing, armors, or helmets. This tech is currently used at the new ASD locations in Pyro.
    • Routed Item Recovery item spawns through the player's home inventory if the target medbed doesn't have a valid Landing Zone. This will be a buffer zone for items to be stored in the player's home location to add additional levels of reliability for when the player's spawn point no longer exists.
    • Refactored of how we handle cleanup/lifetime of entities spawned by mission location modules to allow better handling after DGS crash recovery
    • New Spawn Closet subsumption logic to pause and reset auto spawn tasks. This will help limit locations to the amount of FPS AI we set for the area.
    • Slightly reduced water light reflections to be less intense due to intense flashing
    • Terrain Physicalization performance optimizations
    • Area18 traffic CPU to GPU performance conversion update
    • Further 3d comms call visual polish pass
    • Made various client and server performance improvements
    • Made various networking improvements

Bug fixes

  • Fixed an issue causing players to receive an "We are unable to deal with your request at this time" error when retrieving ships
  • Origin 300 Series customizations should now function
  • Heart monitor should no longer continuously beep and never stop after being revived
  • Cargo Containers should no longer be loaded into cargo grids offset
  • The Idris K laser should now deal correctly calculated damage
  • Refinery Orders should now be able to be loaded onto cargo ships
  • Fixed an issue causing the Advanced HUD to randomly go missing if a multitool is equipped to the player's hip
  • Vehicle Doors, Ramps, and Elevators should now be able to be closed after a breach and repair
  • Players who bed logout should now be able to locate and QT back to their ship
  • Players should no longer see many duplicate PVP bounties for the same player
  • The Idris rear ramp should no longer have much lower health than intended
  • The Idris Torpedo nose health should no longer be incorrectly low
  • The Idris_P Fuse should no longer be locked and broken
  • The Idris Series Turrets should no longer be missing gimbals
  • Wikelo ship components should now be able to be equipped in the Vehicle Manager
  • Fixed an issue causing VJoy and several PIPs to go missing on all remote turrets
  • The Idris Series should no have proper Exterior lighting
  • Fixed an issue causing the Idris series capacitor levels to be insufficient for its turrets
  • The Klescher Prison escape route fan should now properly stop spinning after entering the code
  • The Idris-T Turret damage should no longer be incorrectly low
  • The Ace Pilot ship destructions should no longer cause the pilot body to be destroyed along with it
  • Fixed excess framerate drops while near the Pyro jump point station in Stanton
  • Internal Ship Components should now be able to be placed back into the component bays after removing them using a tractor beam
  • Fixed an issue causing players not to be able to re-dock their snub ship back to the Constellation Series
  • The Executive Hangar death zone should no longer remain present after all comp boards have been inserted
  • The Esperia Prowler should no longer be missing its two shield generators in the Vehicle Loadout Manager
  • Ruin Station Hangars should no longer have secondary doors that block players from exiting them
  • Fixed an issue causing the Contested Zone freight elevator to display an Internal Error when attempting to move items to the warehouse
  • The Polaris should no longer shoot down its own torpedoes with its PDC turrets
  • The Target MFD should now correctly show the distance and velocity of targets
  • Fixed an issue causing the Area18 restricted flight zone to go missing
  • The Starlancer TAC Capacitors should no longer be lower in its turrets
  • PVP Bounty Missions should no longer be active and appear after the target player has been arrested or logged out
  • Players should no longer click through their mobiGlas onto their ship MFDs while sitting in the cockpit
  • The Freelancer MIS should no longer be missing its missiles
  • Nested vehicles should no longer despawn after traveling away from the hangar
  • Players should no longer fall out of the habitation area of the ARGO RAFT during Quantum Travel
  • Players should now be able to fill freight elevators to full capacity with commodity crates
  • Fixed an issue causing the Crossroads of Crime Arena Commander map to be missing its main light source
  • Fixed an issue causing many elevator panels to go grey and not be interactable
  • Wikelo's DCP Armor sets should no longer be missing and should correctly be given as a reward when completing the respective missions
  • Fixed an issue causing many AI around the PU to jitter and walk in place
  • Players should now correctly be able to tractor beam cargo off of the Drake Caterpillar cargo grid while in EVA outside the ship
  • The Esperia Prowler HUD and MFDs should now correctly update when scanning
  • NAV Mode should no longer be accessible in snub vehicles by storing and retrieving them
  • The Ursa Rover variants should no longer be missing audio on opening and closing the ramps and doors
  • Fixed an issue causing many previous mission markers to remain visible throughout the NPE tutorial mission
  • The Dynamic Crosshair should no longer be missing from DCP Helmets
  • Kopion Kill Counter should now correctly appear and update after the player arrives at the marked mission caves
  • The MISC Starlancer Series liveries should now have correct text names
  • Fixed an issue causing PVP contracts to fail when the target player switches authority zones in the PU
  • Fixed an issue causing HUD objectives to periodically appear and disappear during gameplay
  • Fixed an issue causing vehicle power to not be assignable to weapons until they are disabled and re-enabled
  • Aphorite ore display should now correctly have texture in the refinery shop
  • Players and AI should no longer be able to shoot through glass windows

Technical updates:

  • Fixed 5 Client Crashes
  • Fixed 8 Server Crashes
  • Fixed a Hybrid-Service Crash

This looks rather familiar - not that I played it but I'm pretty sure I've seen it before. Might have to dig through my back log to see if I didn't burrow it somewhere for later. Either way, looks like an interesting find.

Solid choices! I completely forgot about Katawa Shoujo: Re-Engineered, might be a good idea to add it to our patch list.

Pretty much, at least based on what they showed and talked about before. During yesterday's Q&A they did say this design changed somewhat over the last two years but we don't know how or if in any significant way.

You'll have to grind those ship tiers, I guess. That and drop as much weight as possible once that becomes a relevant factor.

[โ€“] Essence_of_Meh@lemmy.world 3 points 1 week ago (4 children)

Yeah, they talked about it a few times. NAV mode travel will be replaced by quantum boost (quantum jump with minimal "gameplay").

In the future to get to the current NAV speed you'll have to craft/buy higher tier ship (possibly just engine, I don't think they clarified 100% if just component will be enough).

 

Guests:

  • Yogi Klatt, Principle Vehicle Programmer
  • Richard Towler, Lead Game Designer (Vehicle Experience team)
  • Mattia Monticelli, Game Designer III

TL;DW:

  • Heavy Fighter are intended as fighters with lower manoeuvrability and more armour. They think the current issue with HF performance has less to do with their tuning and more with the cross-class balancing.
  • According to Yogi HFs currently feel "too tanky" compared to other fighters, their HP will be re-evaluated once the new flight model drops (it may or may not change things).
  • "Not all ships are suppose to be balanced" - some will act as stepping stones.
  • Quantum Experience showed during CitCon two years ago was exactly like how it was in Squadron 42, that design changed since then. Currently the design consists of: Quantum Experience, Space Flight Model, Control Surfaces.
  • In the future flight speeds will be split into: jumping (between planets), Quantum Boost (between POI, replaces NAV mode), SCM speeds.
  • New flight model will allow them to tune ships in more ways then currently possible.
  • Despite the fact they're constantly waiting for new features throughout the years (various flight models, blades, armour, ship crafting etc) the team still believes balancing efforts in the meantime provide useful knowledge for the future changes - even if most (or all) of it will end up being scrapped.
  • Updated flight model talk:
    • Non-spheric velocity space (different movement speeds depending on which way you fly).
    • Jerk (slightly slower acceleration/rotation instead of instant 0 to 100).
    • Currently we have "IFCS on training wheels", we'll be able to toggle more things in the future. Even turn it off.
    • No top speeds in the way they currently exist, more power to engines will increase max speed of the ships based on engine strength, ship weight etc.
    • Unassisted aerodynamic flight (how ship behaves in atmosphere). Allows for gliding, controlled crash landing.
    • "NAV mode will die" - just point and quantum boost (if quantum drive is powered).
    • Most of the Squadron 42 FM features are already ported to SC but won't be enabled until everything is ready.
    • Ground turbulence present in patch 4.2 was suppose to be released 6 months ago but didn't due to a in-game time disparity between dev and live environments.
    • Capital ship behaviour in atmosphere probably won't change until the new flight model comes online. Thrust vs gravity ratio will affect ship's ability to fly, even to the point of not being to hover or take-off after landing (in extreme cases).
    • "Space flight model is done, aerodynamic stuff is halfway done (still needs AI to be able to use control surfaces)".
  • They're waiting on more medium range weaponry to make the turrets more effective as a deterrent against attackers. Reminder that once the armour system comes in the future some of the weapon/ship combos used to attack industrial and larger ships won't be viable anymore.
  • Weather (coming in 4.2) affects your ability to fly, less effect on larger ships.
  • Upcoming change to the torpedo arm range is calculated based on torpedo's and ship's position - if you fly with the torpedo and won't let it get 1.5km away it won't blow. This is not the intended way of how it'll work in the future (it will be distance travelled by the torpedo).
  • Ground vehicles still need more work in terms of how they feel. They also want to give them more purpose through weapons and other systems available for them.
    Throttle control for GV is on the TODO list but marked as low priority.

Nooo... the pressure! ( โ€ขฬแฏ…โ€ขฬ )

I returned to migrating my library away from Mangadex (I was lazy and took a break as doing so on a phone is a pain), while doing so I realised that some of the series I've moved over before stopped being updated on the new site and had to transfer them again. A bit annoying but thanks to that I found there were new chapters to catch up on and did just that. Other than that I'm still on the same binge as last week this time.

I Shall Master This Family
I caught up with all the available chapters and I can safely say I love this series. It's engaging, has great art (and outfits!) and is simply a joy to read. It's actually kind of bad because I ended up binging it too eagerly (as in, to the point of losing on sleep). Good thing I'll have to wait for the updates now, I guess?

Random thoughts:

  • I hate the extravagant displays of wealth. This isn't a problem with the series specifically (it obviously fits the story) but rather a general sentiment I have towards such things.
  • So many sweet and emotional moments, I love it!
  • Lorraine is precious and has to be protected at all cost.
  • I feel sorry for Ramona, getting NTR'd by a higher power sucks.
  • I'm not a fan of the magical elements in the story and think they don't bring anything of value to the series. Thankfully they are extremely rare and don't add much (except for 2 or so events) but that only makes me feel they could've been removed without losing anything.

Spoiler thoughtsI don't really like Perez x Tia pairing - not because I don't like either of them or think they don't have chemistry but rather... it just doesn't feel like an equal relationship. Perez feels too emotionally dependent on Tia due to all that happened between them. Besides, Ramona losing her fated love interest is just sad.
I hope Tia can stick to her plan on that one.

Sure but aren't there like 8 or so lab locations? Plus a few of the initial, non radioactive facilities? I'm not saying it'll be perfect, but should allow more people to do this stuff at once compared to 3 Hathor sites.

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