Infested Planet

Infested Planet

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K84 13 Oct, 2018 @ 1:09pm
Any new patches in the works?
^This

I know that work on this game has basically finished now, but I do feel there are a few outstanding issues that really need to be resolved.

I consider the absolute priorities for any bugfixes to be:

1) Vile Tongues and Assassins have no advance warning. Every other similar mutation gives a few seconds advance warning, indicates which hive it will spawn from and the path it will take. No such luck with these two.
2) Enemy Guardsmen's shields are far stronger than the player's for some reason. In a 1:1 matchup the player's Guardsmen will always lose. This is especially a problem when the aliens get Clone Strike as a mutation.
3) Targeting priority is completely screwed for certain entities. For example, marines will always target Bombard Nests WITHOUT ANY EXCEPTIONS. Even if they're getting completely swarmed from all sides by aliens they will still target the Bombard Nest, regardless of proximity. This is a real problem. Also, Spawners way too low on the priority list. They should be the absolute highest priority for targeting at all times, so that they can be automatically sniped before they get too far away from a hive.
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Showing 1-6 of 6 comments
RocketBear  [developer] 13 Oct, 2018 @ 4:12pm 
I can see how the above can be frustrating, especially the targeting issues.

That said, I just don't have the time to work on the game any more. A year ago I hung up my "one man indie" hat and joined Brace Yourself Games. If you remember the last patch, that was basically done on my free time.

My biggest concern is that I will put out a quick fix and it will break something because I didn't have the time to test it properly. The game seems to be in a good (not perfect) state right now, so I'm a bit leery of going back to the operating table.
RocketBear  [developer] 13 Oct, 2018 @ 4:19pm 
I checked up on a couple of the things you mentioned. The targeting priority for bombard nests was strangely high. I don't remember why it's like that, but it's 156.0 (compared to 100.0 for regular hives).

The guardsman shield shouldn't really by any different than the player one. In fact, the AI guardsmen should be a bit more nerfed compared to regular ones.

When a marine is infested, they constantly lose HP, so 1v1 normal guardsmen should win. What situations are you seeing that they last longer? I assume that there's nothing nearby that was healing them?
Last edited by RocketBear; 13 Oct, 2018 @ 4:25pm
RocketBear  [developer] 13 Oct, 2018 @ 4:22pm 
Spawners should have a pretty high targeting priority already - 150.0. That's higher than almost everything except bugs who have just attacked someone or structures that are growing.
RocketBear  [developer] 13 Oct, 2018 @ 7:05pm 
As an example of why I'm really cautious. I was inspired by your post to look at the code again and see how hard it would be to hack in a warning for those two mutations.

Almost created a rare crash bug - caught myself doing something stupid at the last moment.

That's what happens when you haven't touched a code base for more than a year. I would really hate to screw up the game to fix a couple usability issues. :(
Last edited by RocketBear; 13 Oct, 2018 @ 7:06pm
K84 13 Oct, 2018 @ 8:09pm 
Originally posted by RocketBear:
What situations are you seeing that they last longer? I assume that there's nothing nearby that was healing them?

I typically only encounter them when the aliens have Clone Strike. Definitely nothing nearby that could be healing them. Even when my guys are at a bunker (and so are getting healed themselves) the alien Guardsmen win out.
RocketBear  [developer] 13 Oct, 2018 @ 8:41pm 
Originally posted by Kasrkin84:
Originally posted by RocketBear:
What situations are you seeing that they last longer? I assume that there's nothing nearby that was healing them?

I typically only encounter them when the aliens have Clone Strike. Definitely nothing nearby that could be healing them. Even when my guys are at a bunker (and so are getting healed themselves) the alien Guardsmen win out.

Maybe it's a matter of target selection. The way the shield works is that it makes focus-firing useless - the target can only take a limited amout of DPS. If your guys were focus-firing one guardsman, they could be doing less damage than they would otherwise.
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Showing 1-6 of 6 comments
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