The Praedian Records

J.G. Phoenix

Current Projects

Riaz Royals

Yamato 90%
Yorktown 80%
Essex 50%
Cleveland 90%
Blücher 95%
Prinz Eugen 50%
Seydlitz (Redux) 40%
Lützow 80%
Type 34 Destroyer 99%
Type 36 Destroyer (Redux) 50%

Cosmo Messer F2 Progress

It’s pretty much finished. Unfortunately there are still some workshop related things I need to do and I don’t quite have enough time for all of that tonight. Hopefully I’ll have it sorted by tomorrow or sometime in the middle of the week, but if not, next weekend at the latest.

That goes for the Admiral Hipper as well. Aside from a few minor issues I just can’t fix without infinitely more eyes, time, and patience, the ship’s finished. I’m going to chip away at the articles for them while putting together everything for the upcoming workshop entries. It’s taking longer than I’d like, but I’m glad to finally be seeing the end of this phase.

M.A.S.S. Builder: 0.10.0 WIP Tentative Changes Discussion Roundup

Straight out of the gate I’m happy to hear that Hard and Very Hard aren’t getting touched in difficulty balancing. VD calls them ‘aspiring content.’ I just call them ‘pace makers’ because Very Hard is the only mode I’ve played where I need to monitor my ammo if I want to stick to pure gun builds. Bosses are an absolute pain to deal with, but that’s not to say it isn’t fun overall. I’d get bored fast if things were much easier than that.

  • Auto (Both BS and ES): Increase shooting speed, increase ceiling of ammo stock. This means player will have higher DPS, but also will require more investment into MAG Load and EN Cap to achieve those DPS.
  • Detonators: A small increase in damage. They stay clunky, but should be a bit more worthwhile to wield with their low ammo count.
  • Slash EN Launcher: Slash will receive more stamina damage. It’s what the weapon was designed for thus an aspect we’d like to buff it up slightly.
  • Ranged nodes: We’re adding a node that improves ranged DPS while players are within a certain range from enemies. This is to rewards ranged weapon users who can stick with their enemies.
  • HEAT damage: We’re lowering the damage multiplier from BURN slightly, but increasing its nodes percentage. Certain players have told us they wanted their investments into certain builds more powerful and others agree in sacrificing some no-investments power in exchange for this.
  • Baseline Freeze duration will be increased slightly, and further more through investments into its related nodes.
  • Baseline Shock chance will be increased slightly, and further more through investments into its related nodes.
  • Airblast Trigger will be very slightly buffed. It’s seeing play but not to an amount we wanted it to enable some trigger-based builds yet.
  • Some new nodes suggested by players will be replacing some of the nodes currently available. These are collected from our discord channel and we’ve seen players having interest in it.
  • Some nodes for ranged play that functions the same but are separated for ES and BS will be combined.

No disagreements from me on this list. Damage and spectacle will always trend upward in a system where only buffs and sidegrades are on the table, but that kind of is VD’s mission statement, so power to them.

Most enemies are just things that rush and throw their body against you with different flavor. Why isn’t there anything else?

Community
  • Unique enemies (shielders / laser shooters / emp user) will be added back into the game once we’ve reworked them. Their current iterations are too frustrating to fight against in numbers.

Also sounds good.

Concerns about the speed of the game, how the game promotes DPS and speedy types only and players unable to play a defensive build efficiently.

Community(?)
  • We’ll repeat our words we used when discussing this in our discord for the sake of clarity here. The team would like players to also explore more about armor and defense building since not only speed/dodging is a viable defense, but investment into armor makes everything easier, at the highest tankiness we’ve played comfortably and still do enough damage to pass missions. Not fast, but not impossible, and extremely viable even in VH. Everything is not about DPS race and speed.

    We’ve never designed the game for that. We’ve already told players about armor calculation and what it does but our team would like to remind them again that armor just straight up flat minus damage PER HIT. We’ve adjusted many of the Quarks’ attacks to be multi-hit and armor will be mitigating each and every of those hit, resulting in players taking extremely low damage. Their SLAMS will still be hitting hard though, and that’s where we expect players to take some damage if not dodged.

Tanking in this context probably shouldn’t just be limited to your stats and blocking strategies. The “Don’t just do something, stand there!” school of tanking doesn’t apply in any mech game I’ve ever played, so I don’t see why it would in M.A.S.S. Builder. To some extent, mobility has to factor in, so VD’s probably looking at it from that perspective.

I don’t play low difficulties in M.A.S.S. Builder so we’ll skip the credit income bit.

tl;dr – Increasing weak enemies’ spawning

We wanted to provide more player power fantasy of mowing down groups of enemies through this change. Our players have stated that there are more concerns regarding that goal as the enemies in our game are sometimes somewhat frustrating to fight against. Below are the changes coming mainly to our enemies in the next update as per our discussion with our players.

VD

Concerns on enemies being idle, melee feeling awful with requirement to chase enemies around the map, slowly searching for any stragglers, or bosses moving across the map with zero windows of attack available.

Community
  • Almost every enemy will receive changes that make them “more engaging.” An example of these across the board changes is the “warping ball throwing” enemies will have a limit to its warp range and will always be in sight of players after they warp.
  • The “worm” boss will have its “rush” mechanic damage (the one where it rushes at you from underground) numbers lowered in NORMAL. VH remains the same.
  • The “worm” boss will also have some of its attacks’ damage lowered in NORMAL. VH remains the same.
  • New attacks have been added to enemies to allow them to chase players without awkwardly running up and slowly move around. These attacks have long range, but also wind-up time so players can dodge them.
  • Certain bosses that keep running away or have attacks that put them extremely far from players are provided with new close range attacks that also provide more window of opportunity for players to hit them in close proximity without the need to boost follow across the area.
  • Multiplayer missions will be receiving difficulty adjustments. Note, we’ve made these alpha-testing missions as hard as possible to test what would happen in end-game aspect and have received lots of feedback about it. We’ll see if we have time to add another version of it but adjusted for lower tuning level.
  • Shields regain after bosses’ stamina is refilled will be removed in NORMAL. VH remains the same. Bosses’ HP and Shields numbers will be adjusted accordingly, but it should feel much better to fight against a boss without regeneratinng HP.
  • Bosses’ Ultimate attacks cooldown will be increased thus they will enter into invulnerability phase less, but their Ultimate attacks will be more devastating.
  • Elite enemies’ (Ones with larger size and more aggresive behavior) HP will be slightly lowered in NORMAL. VH remains the same.

As someone who only plays this game on VH, I am every so slightly salty about Normal mode getting rid of that annoying shield regen, but I can (and have to) live with it. Boss fights are annoying, specifically because of that regen; you’re going to burn through tons of ammo lowering that shield, then even more getting in those few precious seconds of damage, so it makes things pretty tedious. At least Normal and below will be free of that nonsense.

Concerns about enemies moving really fast and lunge at you from afar. There’s no escaping them to recharge shields and it’s almost impossible to kite them. Any changes could be done with this?

VD
  • They are designed that way to counter how fast players can be and how long players can boost/hover backwards/in circle and not engage in anything. We do not expect that to be the go-to method of play. In contrast, playing within a certain range will disable these “chase” mechanics.

Just shoot them. They can’t chase you if they’re dead.

Anyway, I’m working on a lot of things right now so I had to keep this brief, but it’s good to have summaries like this every once in a while. I’m looking forward to 0.10.0 more than ever. Once it drops I’ll start playing regularly again and try to reclaim some of my old builds. It’s going to take a while but I’ll get it done.

M.A.S.S. Builder: WIP 0.10.0 New Types of Enemies Part 3

Well, of the three enemies we’ve seen so far I think this current one is a close second to part 1’s flying dragon type. Even without an obvious means of keeping itself aloft, the look and feel of this one is more of what I like an expect from M.A.S.S. Builder machines in general.

Floating turrets demand respect

This one, more than any other reminds me of the ‘normals’ from the Armored Core series, though unlike them, since it’s made from components in this game’s accessories system, it’s a lot more detailed than it probably has any right to be.

While I’m still a bit iffy on the overall design direction of M.A.S.S. Builder’s upcoming mechanical enemies, I like this one. In fact I find myself liking it more the longer I take in the details. Honestly, I kind of wish it was a potential allied unit, too.

… well, it is made up of accessory parts, so maybe we can get something close.

M.A.S.S. Builder: WIP 0.10.0 New Mission Sneak Peek Part 3

While VD’s current non-Quark designs may be a little hit or miss, their mission stages are always on point. I actually think one of the core reasons Mass Builder gets compared to the Armored Core series a lot, is because of the design and scale of the stages VD uses for the game. Yes, there’s obviously customization on the level of, and often exceeding AC games, but the atmosphere of this game and those games has a lot of overlap in places, and so much of that has to do with the way the stages look and feel.

Having some overlap with AC’s aesthetic will never be a bad thing

Space Engineers: Cosmo Messer T Progress

I’m currently working on the Cosmo Messer F2 and the Ts. The F2s are just an upgraded, printable version of the original F model (henceforth referred to as the F1). Aside from having exposed hydrogen tanks on the ventral side and an offset connector to compensate, it’s a superior build to the F1s. The T model is based on the F2, but it’s designed for carriers. The Hipper currently carries up to 12(14) Messer F2s while carriers like the Seydlitz can handle up to 27 Messer Ts.

Cosmo Messer T with unpainted Seydlitz in the background

I decided I’m going to make two versions of the Cosmo Messer T. Both are going to have the exact same designation, but the second version is going to be an Autopillock variant with no scripts or QoL features in the cockpit that aren’t essential for operations: it’s essentially a drone dressed up as a manned unit. This is to get around a couple of problems I’ve been having designing the blasted things.

Autopillock is a very advanced automation script, so the ‘APck Messer T’ is going to take a fair bit longer than the normal version to finish. If you look closely, you’ll see merge blocks on the wings in the picture above. Those are ordnance hardpoints. Now there are four potential missile setups currently available (that I know anything about), the gyroscope/custom turret controller method, the (new) AI blocks method, the Whip WHAM method, and the APck method. The APck variant of the Messer T is going to use the APck method, which is something I’ll need extensive testing for. The normal manned variant is going to use either the AI blocks method, or the Whip’s WHAM script, whichever I like more after testing. That same method will also be used on the F2s.

Once the missile system is in place, the F2s will be complete and I’ll know the manned T model will always be compatible with whatever weird ordnance I come up with for the F series. Long story short, standardization in practice.

More to come.

Soon

M.A.S.S. Builder: 0.10.0 New Types of Enemies Part 2

While I like the idea of essentially slapping togeter new enemy types out of various existing M.A.S.S. parts, this week’s doesn’t feel as well put together as the first one.

It just looks unfinished and underdeveloped. I don’t know how long it took to make but it needs more attention, bigger lift fans, a more purpose built fuselage, and maybe an extra weapon? Even if said weapon’s just for show, this thing’s not a turret, so it shouldn’t have just one set of missiles and that’s it.

Anyway, I don’t hate it, I just think it needs a lot more attention than part 1’s little flying dragon. Goodness, I hope it’s little with proportions like these.

Space Engineers Automatons Release

A little late on this one but I’ve been busy getting familiar with everything in the update+DLC. It’s mostly been work on the Admiral Hipper, but I’ve been testing some things along the way and for the most part, it’s pretty good. Anyway, let’s get right to it.

Automatons

Now we can build our friends! That sounds a bit weird, actually.

New Features Include:

  • Event Controller & AI Blocks are here! (Grid AI Guide)
  • Locked Landing Gear no longer takes control of the grids they are attached to
  • Added Sun Tracking option to Custom Turret Controller
  • Small grid “Ejector” block has been changed to Small Connector (including Connector functionality)
  • Intel Arc GPUs Supported, minimal version of driver .4146
  • Combat Improvements: (Combat Guide)
    • Target Lock Improvement
    • Turrets will now automatically engage a locked target if it is within the turret’s max range and Line of Sight (and the turret is not already engaging another target)
    • The “Forget Target” and “Copy Target” actions have been removed
    • New action: Focus Locked Target (replacing Copy target)
    • When triggering this action, turrets will prioritize the target that is currently fully target locked by the player
    • Added Grey Lead Indicator + “Out of weapon range” text indicator when you are out of range for the selected weapon
    • Increased Target Locking distance by 500m, totaling 2500m
    • Turrets: cycle subsystem in toolbar now shows the name of currently selected subsystem
  • UI Improvements:
    • New overlay when manually controlling Turrets

We also got a good number of new blocks. Here are my favorites overall:

Event Controller

The Event Controller practically stole the show on this one. It’s useful on its own, but combining it with scripts (PC users), timer blocks, and sensors, I can’t even imagine what the average space engineer will be able to pull off soon, provided they’ve got the patience and the drive to make it.

In a nutshell, the Event Controller is a conditional ‘if then’ statement in a large box. Now it’s not perfect. My testing showed me a few things I’d like it to be able to monitor for that it simply doesn’t at the moment, but this is one of those foundational mechanics that Keen can add to over time, so hopefully community feedback will get some other things added.

Full Block Air Vent

Every time we get a block like this, that’s one more old mod we no longer have to rely on in our builds. That’s a good thing, and always will be. Once it’s vanilla, it’s forever. Perfect.

Emotion Controller (DLC)

This one I haven’t had time to do any serious testing with yet, but the concept is awesome, with plenty of room for expansion, both by Keen themselves, and modders.

Piping (DLC)

These are just fun. They can really make a ship look like a ship, whether they’re on the inside or the outside. It just gives everything that complex, interconnected look. Also add in redundant and incomprehensible to non-engineers. I love them.

The Admiral Hipper Update

So here’s the progress so far.

I’ve been trimming things down where possible, upgrading whatever I can, streamlining and simplifying any programs I can, and even getting rid of some I don’t need anymore. Easy Automation and Autopillock remain core programs for the ship, along with supporting scripts, but as an example, Aeyos’ lighting script was removed because I found a quick and easy way to get the mode change result I wanted using Easy Automation. I’ll be doing that with any script or ship parts I can.

Hopefully, if I just hunker down and focus on this, I should have the updated Hipper finished and ready for the workshop in a week, two if work is hitting me harder than usual.

We shall see ….

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