voodoo47 on 29/5/2009 at 07:16
completed the game yesterday,I had one more inventory related crash on operations (right next to the main elevator.I'm starting to suspect that one of the items that I had dropped in the elevator may be the source of that instability),and the new laser pistol beam is jumpy at times,as I mentioned already.apart of that,no other issues.
now I'm going to make a clean instal of 0.2.9 and see if I'm able to reproduce the issue.
Bursk on 5/6/2009 at 00:05
In a future version of the mod, would you consider removing "Polito" from changes.txt (two instances) and "Dr. Polito" from readme.txt?
I was playing SS2 for the first time and thought I'd give this ADaOB, which I'd heard great things about, a go. I wanted my first experience of the game to be as good as it could be, and this unnoffical patch looked the business. I had a look through the readme first to make sure I'd be using the mod correctly, and came across the above "Polito" references. This led me to believe that "Dr. Polito" was in fact not what she appeared to be, which rather ruined a key part of the game for me. Had the quote marks not been there, I'd have been none the wiser.
Nameless Voice on 5/6/2009 at 01:20
Hint: Don't read a detailed changelog for a fan patch before playing the game for the first time.
There are far more spoilers in there than that, they can't all be removed without making the changelog unreadable.
Bursk on 5/6/2009 at 02:47
Those were the only spoilers that I was aware of, and thought they could easily be removed by getting rid of the "s. That shouldn't have any effect on how readable the changelog is.
I only mentioned this because it's a key part of the game and I was disappointed when it got spoiled for me, and I'd hoped that other people could avoid similar disappointment in future.
Nameless Voice on 5/6/2009 at 09:49
I'll change that, but there are also numerous mentions to SHODAN, too many to simply remove. And those are all spoilers, too.
Bursk on 5/6/2009 at 14:05
Oh, I know, but I imagine most people all ready knew that she was in the game. I had no idea that she was, you know, though.
Anyway, thanks for agreeing to make those changes. Hopefully it'll help keep the game great for newbies in future (not that I didn't enjoy the game, but I imagine it would've been so much better had that part not been spoiled for me).
ZylonBane on 5/6/2009 at 17:43
Just put, "WARNING: This changelog contains major plot spoilers" at the top, if it's not there already. That should cover all the bases.
Nameless Voice on 5/6/2009 at 17:55
I've already done so. :)
voodoo47 on 8/6/2009 at 18:51
..I have been playing shock2 like crazy last few days (completing a 3rd run,and I'll probably go for 4th as soon as I'm done),and while ADAOB has made the game more enjoayable then ever before,there are still some areas that beg for fixes/improvements.
first,I'm running ADAOB 0.2.9,as 0.3.0 is not stable enough for me (please don't kill me) :joke:
small stuff first:
-psi weapon needs a swinging sound.right now,its completely silent,and thats just..weird.
-the autorepair unit description says; blahblah it will repair device to its original pristine state blahblah.I'm not a native speaker,but as long as I know,pristine means something like "original,perfect,unspoiled".if this is true,the ar unit should not only return the weapon to the unbroken state,but also fix it to the perfect (10) condition (sort of an ultimate maintenance tool)..simply modifying the text (replacing "pristine" by "working") would be an option as well.
more annoying stuff:
-some psi disciplines need fixes.I understand why pyro field (btw,any idea why toilets,pipes and other objects scream when damaged by the pyro field?) does no damage to robotic targets (its basically just "fire",and that alone probably would not be enough to damage a robotic target-think flamethrower against a tank),but pyrokinesis (being a fiery,exploding ball) should be able to do some damage,at least against those protocol droids (lets pretend the military bots are protected against extreme temperatures,and ignore the fact that cryokinesis actually damages them,probably by causing water condensation and shorting out all the circuits inside or something.and speaking about protocol droids,they do no damage to a fellow protocol droid when they explode.weird).
-another discipline that I find extremely unbalanced is psi hack;while I personally like the idea of a psi character hacking around with a psi power exclusively (avoiding the regular hack completely),psi hack is almost useless in its current state.it a) costs way too many cyber modules (tier 4), b) no hacking bonuses (softs,implants,os upgrades) apply, c) you must have insanely high psi stat to be actually able to sucessfully hack something (as the hack/cyb stats are half of your psi stats), d) it costs psi points instead of nanites (that means you spend psi points when you activate the discipline,and you spend some more when you activate the hack itself).way too many drawbacks.I would either move it down a tier (or even two,yes,it is that useless),or remove c and d completely (and made overcharging irrelevant).the rest of the disciplines seem to be ok,but I have not completed the psi run yet,so maybe I'll find more stuff later.
-endurance.its ok on easy (+10hp each level) and normal (+5hp each level),but cr@p on hard and impossible-a mere 3hp for a level.thats just not worth the investment (considering the increased cm costs).example: playing on hard,you have 30hp with endurance of 2.after a huge investment of 141 cms,you are at max with 42hp.30 or 42 hp is a small difference-once a rumbler starts to tear you apart,you are dead meat either way.my point-the increased cm cost is enough to increase the difficulty,lowering the hp bonus as well is an overkill.I would leave it on +5 for the last three difficulty levels.
-same goes for psi points,+15 for easy and +10 for the rest sounds much better,again,the increased cm cost is enough,no need for lowering the bonus as well.
-tank os upgrade: +5 extra hp is laughable.+10 (or 15) would make it much more attractive (especially on the higher difficulties).I mean,+5hp are not going to make you a tank,no matter how you look at it.
-all three characters (marine,navy,osa) are the same,all that is different are those few starting skills.it would be way more interesting to have some character based starting bonuses as well.example: no matter the stats,marine will always be a bit more effective with meelee weapons (compared to the other two characters),navy guy would always be a bit more lucky with the technical stuff,and osa creep would be the only one that can learn tier 4 and 5 psi disciplines.or something similar.I know,this one is just my idea,not really something that needs to be fixed no matter what,but I still think it would add something nice to the game..
ok,I'm done for now.please don't take it as criticism-I'm trying to provide helpful ideas here (I hope)..actually,I have consulted this with another rpg/shock2 fan before posting,and he agrees,so I'm not the only insane guy here.or am I?
all right,I'm ready to be trampled on,now (preferably by ZB) :p