Quasimorph

Quasimorph

 This topic has been pinned, so it's probably important
0.9.5 Beta Feedback
Greetings, mercenaries!
Today we are starting a new wave of testing of changes that will later go into a big update.
A lot of work has been done on how item tooltips are displayed and what stats weapons have. Our main goal is not only to diversify the gameplay (poison knife Mengele can now not only hit with poison damage, but also stab with piercing damage), but also to clarify the information for players. This is not the final version, the tooltips will still be improved! In the future, it will not even be necessary to go to the FAQ to see what each trait does!
DON’T FORGET TO UNINSTAL MODS AND BACK-UP YOUR SAVES

Patchnotes: https://steamhost.cn/steamcommunity_com/app/2059170/discussions/0/553490771730352019/
Last edited by phoagne; 20 Jul @ 1:59am
< >
Showing 1-15 of 323 comments
hi can i check if the current way the game includes mods, is an "all or nothing" approach?

maybe a way to select which mod names the game should include, could be a good way for future? (that way no one has to uninstall mods, they just make sure that the game doesnt have any selected for inclusion or something like that?)
an easy way could be for a manual text file, which simply includes the workshop folder name of the mod to include (and it loads the mod from the steam workshop folder of 2059170, for any subfolder id within it)

but also having a way to simply have a /mods folder within the main game directory, and for players to manually copy and paste which mod they want, into that folder, and anything in that folder, gets loaded by the game, will be a great way to separate steam workshop versions with those within the /mods sub-directory (so that nothing changes for an existing game) assuming game version does not change.
1 example:

- i play slay the spire
- i can download as many new and interesting mods from the workshop for it
- but only the mods i copy and paste into the game/mods folder, (and select with the modloader tool) get loaded by the game
- and as long as i keep the current game folder backed up, steam can change whatever it likes, and workshop mods can be updated or removed, and it doesnt change my current save game at all :)
phoagne 16 May @ 10:50pm 
Mod Manager would be a great addition but for now we are focusing on other features.
You can see all installed mods in the Main Menu in the right upper corner.
SilverBug 17 May @ 12:04am 
In storage, Gun didn't show loaded ammo type icon. I usually leave them loaded and some are different ammo. Icon is easier and faster to see which one is what loaded. In current, it take more effort to read the text, what gun is loaded with which ammo.

Little icon for ammo type will be easier and without overloading like previous showing all type. But Current text are more overloading for me.

Btw Is 'Course miltex' still silent?
phoagne 17 May @ 12:08am 
Originally posted by SilverBug:
Btw Is 'Course miltex' still silent?
Yes
Rhonkar 17 May @ 12:58am 
When a fire is started in front of an elevator (because it does happen enemies spawn there), could it be possible to take it into account into the gameplay loop so we don't have to die and lose all the equipment?

Note: I'm assuming the same applies to acid/poison
Devily 17 May @ 1:41am 
Regarding amputation, is it normal that you can never stabilize them, even with an autodoc?
I don't mean regenerating the limb, rather the limb (arm in this instance) causes a constant source of damage both per AP and per action, it isn't too detrimental but I think you should be able to stabilize the wound, at least to remove the health loss, since I can see how losing an entire arm would reduce your accuracy, strength and general mood.
phoagne 17 May @ 2:22am 
Originally posted by Rhonkar:
When a fire is started in front of an elevator (because it does happen enemies spawn there), could it be possible to take it into account into the gameplay loop so we don't have to die and lose all the equipment?

Note: I'm assuming the same applies to acid/poison
Could you elaborate what do you mean?

Originally posted by Devily:
Regarding amputation, is it normal that you can never stabilize them, even with an autodoc?
I don't mean regenerating the limb, rather the limb (arm in this instance) causes a constant source of damage both per AP and per action, it isn't too detrimental but I think you should be able to stabilize the wound, at least to remove the health loss, since I can see how losing an entire arm would reduce your accuracy, strength and general mood.
For now yes. But we aware that you have constantly spend meds on it to not lose HP.
Devily 17 May @ 5:07am 
Could it be possible to have sound based detection for players?
Before I could see blood pools and splatter (or fire) through a room, indicating someone was coming, someone was shooting/killing each other with the quasimorphs or the fire was down.
Now if I look away or move a corner, the game pauses for the enemies to act but I can't hear them shooting each other, nor can I tell if a fire is behind me or if someone opened a door.

It's not really that big of a deal but I think giving player detection based on sounds could be nice, at the very least allowing us to hear enemies shooting their guns, explosions and nearby melee attacks.
phoagne 17 May @ 5:58am 
Originally posted by Devily:
Could it be possible to have sound based detection for players?
Use the Stealth movement mode or augments and implants with enemy detection - that's exactly what you are describing.
Rhonkar 17 May @ 6:39am 
Originally posted by phoagne:
Originally posted by Rhonkar:
When a fire is started in front of an elevator (because it does happen enemies spawn there), could it be possible to take it into account into the gameplay loop so we don't have to die and lose all the equipment?

Note: I'm assuming the same applies to acid/poison
Could you elaborate what do you mean?

What I mean is that if enemies spawn at an elevator and use a flamethrower, I can still leave with the elevator, but no matter how many rounds I spend on a different floor, when I come back to that specific area, the fire is still on.

Imo, either the fire should be gone, or I should not be allowed in the elevator
phoagne 17 May @ 7:10am 
Originally posted by Rhonkar:
but no matter how many rounds I spend on a different floor, when I come back to that specific area, the fire is still on.
Ah, yes, at the moment time stops if you are not at the floor.
Dormen 17 May @ 9:13am 
Doubleshot to enemies with all weapons sucks.
The Flames on the ground wont dissapear until i see the fields again, same to doors.
Enemies can cause amputations with stronge weapons? no way to stabilize them...
i'd like the description UI of the items back.
ender 17 May @ 9:35am 
Weapon repair kits are able to repair weapons not of the type. For example Optician Repair Kit (meant for beam) can repair Jeffhammer.

Engineer Repair Kit also able to repair all weapons. Weapons not having a firing mode selected by default has the unintentional effect of utilizing pre 0.9.1 attack patterns.

For example (on a fresh save) the Discharger plasma shotgun shoots bolts instead of the fire/plasma bolt combo until a firing mode is selected.
< >
Showing 1-15 of 323 comments
Per page: 1530 50