The Praedian Records

J.G. Phoenix

M.A.S.S. Builder: WIP 0.10.0 Whack’a’mole

These remind me of the turrets from that one platform mission, but you can actually target and disable them. Works for me as long as I can run and gun and don’t have to rely solely on melee attacks.

M.A.S.S. Builder: WIP 0.10.0 Upcoming Changes

Spawning more weak enemies means a lot more ammo drops during missions–provided nothing else about them changes. That’s fine by me, since one of the hardest things about playing on very hard difficulty is constantly running out of ammo during boss fights and having to ‘take a break’ while I farm mooks for more. It’s understandably pace shattering …

That said, this will probably get annoying on missions where mooks keep spawning until a key target is down or an objective is fulfilled. Sometimes I like to kill off all the mooks and fight just the strong leftovers, but if the mooks keep showing up constantly that won’t be a thing anymore.

As for certain enemies engaging with players in more than just a chase, stop, attack, pattern, you could have enemies that just plain refuse to commit to the fight until certain conditions are met. EG: The player’s health is really low, they’re using a long range or melee weapons (binary selection to match enemy’s strengths), or that enemy (or their type of enemy) is the only one left on the field. Those are all the spitballs I’ve got for that right now, though.

We Suffered Heavy Losses

My previous computer, an ASUS gaming rig that I had for about 7 years, finally died on me. While I was able to save all my project data, most of my games data was lost. Space Engineers was the hardest hit by a landslide due to the hilarious amount of blueprints I had saved over the years.

The only blueprints that I still have are the ones uploaded to the workshop on Steam. That makes the Admiral Hipper, and the Cosmo Messers E and F the only survivors. All other builds are lost.

But remember, what doesn’t kill you …

The Admiral Hipper’s already received a ton of upgrades and optimizations, and there are plenty more on the way before I upload the new version to the workshop.

Changes include:

  • Tower assembly placed on a rotor for planned targeting system
  • Additional Pulse Laser defense mounts
  • Torpedo launchers moved to the bow and increased from four to six (bow was altered to accommodate)
  • Recessed Missile Turrets installed beside the flight deck for extreme range engagements
  • Emergency thrusters added to Hipper’s Nacelles
  • Gravity drives increased and redistributed throughout the ship for better performance (bow was altered to accommodate)
  • Gyroscopes increased and redistributed for better performance
  • Tailfins are no longer subgrids; they are now shorter, thicker, and made of heavy armor for standardization purposes
  • Prow areas converted into AI core Room and Emergency Helm
  • Storage Area replaced with Science Lab; four cargo containers replaced the original two further forward in the ship
  • Carousel Hangar improved; various tweaks and small addons
  • Hangar Airlock enlarged for expected personnel traffic
  • Flight deck received various aesthetic tweaks to accompany hangar and hangar airlock changes
  • Brig replaced with Pilot Ready Room
  • Briefing Room stands improved
  • Brig rebuilt near pilot ready room
  • Small Cryo Room added across from the Brig
  • Crew Quarters area extended with six additional beds
  • More doors added for better atmosphere retention
  • Various aesthetic and script tweaks across the entire ship and more to come

It didn’t seem like a lot had changed before I actually started writing it all out. Can’t help but feel I’m forgetting some things I’ve already finished, too. Oh well. This is enough of an update on its own, I think.

I still plan to build all the ships I’ve mentioned or listed in the progress bars at some point, it’s just going to take most if not the entire rest of the year thanks to the data loss.

Things are kind of shaky in real life, too, but I’d rather keep the details to myself for now. Suffice to say, I really don’t want to be on my feet for too long.

M.A.S.S. Builder: 0.10.0 More Weapon Parts Assaulter

I do like them, unfortunately due to a serious problem on my end, it’s going to be a while before I can really dig into the accessories in general, not just the stuff coming in 0.10.0. More on that in the post immediately following this one.

I especially like the bits that resemble jousting lances. They remind me of a couple of autonomous support units I was trying to build in Space Engineers recently. Well, not just trying, I built a perfectly working prototype, but that’s gone now. Alas.

M.A.S.S. Builder: 0.10.0 WIP Tentative Credit Earning Changes

I’ve gotten the sense for a while now that VD’s slowly going to squeeze most of the challenge out of this game. That’s not necessarily a bad thing, and as someone who’s grown up with ridiculously punishing mech games like Armored Core, I’m sure my tolerance for money and part grinding is fairly high. I do worry a little that players like me are going to run out of things to do pretty quick, though.

Who knows, maybe one day the game will have mod support and we can put together our own missions. Lots of Battletech games have those and the ones that do are alive and thriving. As for farming credits, I only ever play the game on Very Hard difficulty anyway, so credits have been the least of my problems. That 1.8 multiplier is no joke.