Author Topic: GearHead2 v0.460  (Read 6704 times)

Offline Joseph Hewitt

  • Administrator
  • Hero Member
  • *****
  • Posts: 2552
    • View Profile
    • http://www.gearheadrpg.com
GearHead2 v0.460
« on: January 12, 2008, 07:49:57 AM »
I've just uploaded a new release of GH2 to SourceForge. Two new cities have been added for the Rishiri Dominion: Yatate Spinner and Galconde Spinner. Yatate is the home of the Rocket Stars; it's known for its wild nightlife and extreme street fashion. Galconde Spinner is a center of scientific research. It features a university and a mecha parts shop.

Here's the list of other changes:
- Fixed problem with AI weapon selector (aibrain.pp)
- Fixed message when putting item in a prop (backpack.pp)
- Added IfGHasItem ASL command (arenascript.pp)
- Faction rank is stored globally, not per-faction (arenascript.pp)
- Rebalanced weapon ranges (ghweapon.pp)
- Beamguns are less durable than before (ghweapon.pp)
- Targeting weapon switcher should work again (menugear.pp)
- Smoke should no longer get damaged by attacks (effects.pp)
- Hidden/Visible status indicated in status display (glinfo.pp,vidinfo.pp)
- Stealth can be used if standing behind observer (action.pp)
- Stealth can be used behind cover as well as in cover (action.pp)
- Ejection and surrender now handled as aftereffect of attack (arenacfe.pp)
- Added another quest debugging message (navigate.pp)
- Wall randmap command uses ADDEXIT special tag (randmaps.pp)
- Leftover cells filled with gapfill features (randmaps.pp)
- Updated the Lattice, Mitose map generators (randmaps.pp)
- Props which can dodge don't suffer immobile penalty (effects.pp)
- Doors no longer take name of map features (randmaps.pp)
- Fixed bug with nameless map features (randmaps.pp)
- WMonster ASL command now requires TeamID, Renown, Strength (arenascript.pp)
- Monster generator redone in line with mecha generator (wmonster.pp)
- Removed MDynamic, MStockD, MStaged, WMThreat commands (arenascript.pp)
- Combatants get equipment generated at start of scene (arenaplay.pp)
- Toxin weapons are more expensive (ghweapon.pp)
- Only master gear represented as "@" in ASCII mode (vidmap.pp)
- Regular plots may place prefabs in storage (mpbuilder.pp)
- Reorganized some bits of the quest generator (navigate.pp)
- Fixed the mecha selection menu issues (backpack.pp)
- Recalibrated the cash reward generator (arenascript.pp)
- Fixed some issues with smartaction (pcaction.pp)
- Added "Where are you?" conversation option (arenascript.pp)
- Adjusted mecha software value (ghsensor.pp)
- Distinction now made between point value and cost (gearutil.pp)
- Fixed some bugs with selling in ArenaHQ (gh2arena.pp)
- Fixed bug with Extend/non-Thrown weapons (locale.pp)

Try it out, let me know if there are any problems.

Online Erathoniel

  • Hero Member
  • *****
  • Posts: 1122
    • View Profile
    • Kyle's Ideas
GearHead2 v0.460
« Reply #1 on: January 12, 2008, 09:26:20 AM »
Yes! Been looking for a mecha parts store.

I'll post a link: URL

Offline Burzmali

  • Sr. Member
  • ****
  • Posts: 399
    • View Profile
GearHead2 v0.460
« Reply #2 on: January 12, 2008, 09:18:35 PM »
I'm playing through now.  I'll add anything I see to the Sourceforge bug tracker.

Offline Onisuzume

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 562
    • View Profile
GearHead2 v0.460
« Reply #3 on: January 13, 2008, 01:07:49 PM »
- Faction rank is stored globally, not per-faction (arenascript.pp)

So what does this do to custom factions?

Online Erathoniel

  • Hero Member
  • *****
  • Posts: 1122
    • View Profile
    • Kyle's Ideas
GearHead2 v0.460
« Reply #4 on: January 13, 2008, 08:44:13 PM »
Dang it's awesome. Plot deadend first thing, but it's still awesome.

Offline Santiago Zapata

  • Newbie
  • *
  • Posts: 15
    • View Profile
    • http://www.santiagoz.com
GearHead2 v0.460
« Reply #5 on: January 17, 2008, 07:20:30 AM »

Offline Burzmali

  • Sr. Member
  • ****
  • Posts: 399
    • View Profile
GearHead2 v0.460
« Reply #6 on: January 28, 2008, 08:01:24 PM »
I haven't had the time to play through much, but I've added a series of bugs I've noticed to the Sourceforge tracker.

Offline Joseph Hewitt

  • Administrator
  • Hero Member
  • *****
  • Posts: 2552
    • View Profile
    • http://www.gearheadrpg.com
GearHead2 v0.460
« Reply #7 on: January 29, 2008, 04:01:05 AM »
Thanks. I'll get to those soon- for the rest of this week I'm going to be busy, though. I'm on the committee to edit a textbook that we'll be using next year, and it's taking longer than any of us expected.

Offline Burzmali

  • Sr. Member
  • ****
  • Posts: 399
    • View Profile
GearHead2 v0.460
« Reply #8 on: February 11, 2008, 09:34:55 AM »
Okay, I've had more time to play around with 0.460 and prepare a more complete review.  

Overview
I played the campaign mode with randomly generated characters (to avoid my compulsive need to min/max).  I played each character until they became unplayable due to loss of only Mecha or permanent injury without a replacement organ for sale at the reviving hospital.

Character creation
As I was playing random characters, I didn't have much input in this process, but I did notice that the characters generated felt like clones.  All of them had Dodge 5, and Mecha Piloting 5, with a Conversation, the mecha Skills and 2 or 3 combat skills.  The job skills were almost always at one (a cyberdoc had cybertech 1 and medicine 1) which seems a little odd.  I also noticed that the random character generator rarely pushes a physical stat to 15, the optimal level, but will push Kn and Ch to 17 or higher, costing you points in other stats.  Since the skill set a random character gets is pretty stable, the initially available talents tend to include the Mecha piloting ones with savant and idealist blood, and maybe a few more.  I found this problematic in combat as I have always been a fan of Stunt Driving which is rarely an option.

Equipping your character
As with GH1, a starting character has way too much money to spend on personal scale gear, but no option to spend it on Mecha gear.  From start, almost any character can deck themselves out with one of the best armors available (SkinSuit, Encounter Suit, or Combat if you are luck) and the best weapons for Scale 0.  However, there are never any Scale 2 weapons or armor available and any scale 2 equipment that is available uses more slots than your starting Mecha has and will require a mecha engineering roll to install.  Some of the gear's legalities seem a little off as well.  Arguably the best small arms weapon, the Laser Rifle, has legality 0, making it available everywhere, but almost all of the (inferior) ballistic weapons have a legality of 5 or higher.  All-in-all I would say that at least 50% of the armor and 75% of the weapons are useless because the player always has enough money to buy better.

Main Story
In general, the many story worked for me.  In around 20 starts, I got 2 A# plot deadends.  The missions weren't too hard; though the rewards were a touch high ($40k when normal missions paid $3k).

Non-story fixed missions
Once again, in general the fixed story missions like Adrianna's and Faski's rat problems and the like worked okay, though when asked to clear rats out of a basement, fighting only 1 rat and a dozen assorted other beasties seems odd.  As with the main story, rewards seemed high for what was often a trivial task.

Dynamic missions
Dynamic missions were a bit frustrating in the beginning.  Everyone talks about how x is offering a mission, but when you call him, he pretends like he doesn't know what you are talking about.  Eventually you win enough battles that you have the renown to get more missions, but it is aggravating at first.

Mecha Combat
Space combat is like jousting, which is realistic, if not horribly riveting.  Once enough mecha get involved the battle turns into a melee, which is a lot more interesting.  BV weapons rule.  Ironically, the Wraith's vulcan cannon is probably the most powerful early game weapon.  Terrain battles work well, and are fun, aside from the occasional poor placement of mecha (requiring them to immediately walk off a mountain, or fly off the map).

Personal Combat
The personal combat system needs some work.  Often, I would run into albino alligators on the second floor of my first dungeon.  Many monsters could score an easy kill through poison, since the poison antidote is fairly rare and medicine doesn't work too well against it.  Software is as much of a liability in combat as an asset, as it sucks up massive amount of MP in a short period of time to allow you to score massive crits on doors and rats.  Overall, I think the problem is a too fast escalation of weapons and monsters on the personal scale.  Since weapons are cheap, a player can quickly outfit himself with the best money can buy from the start.  Therefore, the monsters need to be hard immediately to pose a threat, which means quick death for a low skill player.

That's all I can think of for now.  I post again if I left anything out.

Online Erathoniel

  • Hero Member
  • *****
  • Posts: 1122
    • View Profile
    • Kyle's Ideas
GearHead2 v0.460
« Reply #9 on: February 11, 2008, 03:01:25 PM »
Well, isn't poison supposed to be dangerous? And PC level equip is cheap, but it can cost you that extra penny for the mecha.

Offline Joseph Hewitt

  • Administrator
  • Hero Member
  • *****
  • Posts: 2552
    • View Profile
    • http://www.gearheadrpg.com
GearHead2 v0.460
« Reply #10 on: February 11, 2008, 06:04:06 PM »
Quoting: Burzmali
As I was playing random characters, I didn't have much input in this process, but I did notice that the characters generated felt like clones.

This is one of the things on my to-do list already. It's not just a problem for PCs, but for random NPCs as well.

Quoting: Burzmali
Equipping your character

Here's an idea I had a while back, but haven't tried yet: decreasing the cost scale factor so that SF:0 equipment is more expensive than before. In general, a player won't be using SF:0 and SF:2 equipment in the same encounter, so for all intents and purposes the two types of equipment are incommensurable. The price gap between the two doesn't need to be as wide as it is now.

ETA- How about making all personal scale equipment 5 times more expensive? The scale modifiers for SF:1 and SF:2 are x10 and x50, respectively. Food, repair fuel, and certain other gears could have their prices reduced to stay about the same as they are now. This change should affect the Cost but not the Value of the items involved.

While checking out how to make this change, I noticed something bad- the ammo reload code currently doesn't scale ammo cost, so this explains why reloading mecha after battle is so cheap. I need to fix this bug.

I agree that the legality levels need to be adjusted. The current laser rifle is soon going to be deleted, to be replaced by several specific models of laser rifle. Also, once the energy cost for SF:0 beam weapons gets increased, the rifle might not be the most desirable weapon anymore.

Quoting: Burzmali
Dynamic missions were a bit frustrating in the beginning.

That's the way they were in GH1,  too, I thought. I need to add more mission test persona fragments, since right now there are only two and they get reused over and over.

Quoting: Burzmali
Space combat is like jousting, which is realistic, if not horribly riveting.

In the new mission plots, sometimes a space battle will take place on an asteroid or in some other terrain... although now that I think about it, this could be a problem if the PC is using a space mecha like a Dora. Hm. On a small asteroid, the "Space Flight" movemode should substitute for "Flight", so any mecha capable of reaching the asteroid won't immediately become immobile once there.

Quoting: Burzmali
Often, I would run into albino alligators on the second floor of my first dungeon.

Strange. The new monster generator still needs to be balanced.

Online Erathoniel

  • Hero Member
  • *****
  • Posts: 1122
    • View Profile
    • Kyle's Ideas
GearHead2 v0.460
« Reply #11 on: February 11, 2008, 07:29:22 PM »
Quoting: Joseph Hewitt
Here's an idea I had a while back, but haven't tried yet: decreasing the cost scale factor so that SF:0 equipment is more expensive than before. In general, a player won't be using SF:0 and SF:2 equipment in the same encounter, so for all intents and purposes the two types of equipment are incommensurable. The price gap between the two doesn't need to be as wide as it is now.


But I do use both in the same encounter. You make me sad.

Offline Burzmali

  • Sr. Member
  • ****
  • Posts: 399
    • View Profile
GearHead2 v0.460
« Reply #12 on: February 11, 2008, 08:17:12 PM »
How do you do that?

Offline Joseph Hewitt

  • Administrator
  • Hero Member
  • *****
  • Posts: 2552
    • View Profile
    • http://www.gearheadrpg.com
GearHead2 v0.460
« Reply #13 on: February 11, 2008, 10:26:29 PM »
It'll just be the cost of weapons that gets adjusted, not the value. So, you won't be able to save money by fighting mecha on foot, but you'll still get massive experience for it.

Offline Michael

  • Full Member
  • ***
  • Posts: 178
    • View Profile
GearHead2 v0.460
« Reply #14 on: February 12, 2008, 02:44:12 AM »
Quoting: Joseph Hewitt
It'll just be the cost of weapons that gets adjusted, not the value.

That's good.

Seperate costs and values would also resolve one absurdity of GH1.  Energy weapons and unusually lightweight armor are convenient for the player, and are thus expensive.  But in GH1 they destroy your experience gains without actually increasing your combat ability compared to heavy or ammo-using equipment of the same AC or DC.