Badass Bandits and Synergies! v0.6.0
One huge request has been to keep the bandits viable into mid and late game, so hunting them is not just an early game thing anymore. We have given the whole bandit system a major overhaul to support this. Here's what's new. New Bandit Parts: First off, the bandits got bigger, so they needed a part size upgrade to match. We have added medium and large noses, wings, and engines for the bandits (8 new parts) which are also available in the junkyard. They are also pretty darned cool looking. New Bandit Brains: Bandits can now level up just like the other captains on the map. This means they now get perks just like other captains as well. Bandit's will become much stronger as they level up and utilize their perks. This means damage, shield, power bonuses etc... Just like you. New Bandit Ship Building: Bandits can now upgrade their ships on the fly, just like other captains. They also build them BIG. While bandit parts tend to have less punch, they will now make up for that by fitting more cores. The highest level Bandit Chief can field 21 core monstrosities. Bandits also now USE their salvage. This means a bandit who wins a battle doesn't just break down the parts for scrap, but instead fits the new part on their junk ship nightmare to make it even stronger. You can spot the toughest bandits toting around parts from their victims. New Bandit Types: We now have the Bandit Enforcer and the Bandit Chief. Bandit Enforcers will only spawn out of hives of level two or three. They have a bonus of 3 cores on their ships as well as a level bonus on spawn. Level 3 hives will spawn Bandit Chiefs. They get the 6 core bonus as well as a larger level bonus, making them incredibly dangerous. If you see a bandit hive in your space, the smart move is to kill it before it hits level 3. Nastier Hive Combat: With the increase in the strength of the bandits, we needed to make the hives a little more difficult to uproot (more on that in a sec) So hives now have a defending mothership to augment the defending strike craft. The Swarm: We have been calling bandit hives, “hives,” for a while, but now have taken it to heart. They work like beehives now. So you kill a hive, and it now swarms and leaves the territory that it was in (avoiding the faction of whoever killed it) This initial swarm state is “dispersed” meaning the bandits have been thrown to the wind for the most part and are looking for a new home, but over time, the swarm reforms into something you can attack. Once the swarm comes together, you can attack it. This is a very difficult strike craft battle, but like bees, the swarm is carrying honey. If you attack the swarm, the crates of resources that they are taking to their new destination are up for grabs. When you mouse over a swarm, you see where it is headed as well. Perhaps you want to let a swarm land at its intended destination if it is in enemy territory, but you can also attack it and divert the swarm to a new territory, if you win. We hope you all enjoy these new bandit mechanics. Keep in mind that we finished this new tech yesterday so there may be tuning issues, but we will get on top of those as well.
Another big issue has been the ideal ship shape problem. It turns out making a ship and L or a T shape would give you the most bang for your buck (pun intended.) To add depth to the decision making, not only for spine shape but even for core placement, we have added the Synergy system. How synergies work is that they provide bonuses for two way connections between cores. A core with one core connected (end of the line) gets no bonus. Two cores connected, 10%. Three cores connected 30%. Four cores connected 60%. Since cores are mainly responsible for power generation, health, and a portion of shields on your ship, you need to decide if that extra wing the L or T shape will get you is worth more than the power to shoot your guns more, have more health and have your shields last a bit longer. Right now, the numbers for the bonuses of synergies are a best guess as is the tuning of the weapon power consumption which is still using the old non synergy power consumption model. Tuning will come over time as we find a new balance of firepower vs reactor power, but for now we just wanted Synergies in your hands, so have fun. Synergies are visualized through core to core connections that pulse with increasing speed as the synergy bonuses progress. If you look at your ship in the assembly screen, you should notice more meat in the connections between parts. These are the synergy “pipes” that are there to show synergy progress. You can also see the synergy progress by mousing over a connected part. It is the new green icon at the bottom. In combination with the new part swapping ship building system, you should now place your best cores in the positions with the highest synergy bonuses on your ship. So we don't want to see any 6 star cores at the end of an L anymore, get that thing synergized. :)
We introduced starmap cloaking in the last patch, but it was a bit over powered. We have adjusted it so that cloaking now has a longer recharge time (90 vs 60 seconds) takes a bit more rez to maintain (3x vs 2x consume) and also now has an activation time (15 seconds)
For our next update, we will likely be working on tuning and doing a large bugfixing round. It isn't glamorous, but we have been so busy adding features to SPAZ 2 for almost 3 months now that we have had little to no time to play the game and tune all these new features. We also have very large bug lists that need to be dealt with. Most of it is quality of life stuff thankfully, but it is important. Other things we are looking at, though probably in the update after the big tuning pass will be a whole new Strike Craft System, Killing of Captains, and Faction Death. Thanks very much for your continued suggestions and support. They really do help to make SPAZ 2 the best game it can be. We really appreciate you all sticking with us!
[ 2016-08-11 22:11:17 CET ] [ Original post ]
We have been hard at work over the last couple weeks and we are hoping this patch will be a real crowd pleaser for all you veteran players out there. We have heard your suggestions and here is what we have come up with to address them.
Badass Bandits:
One huge request has been to keep the bandits viable into mid and late game, so hunting them is not just an early game thing anymore. We have given the whole bandit system a major overhaul to support this. Here's what's new. New Bandit Parts: First off, the bandits got bigger, so they needed a part size upgrade to match. We have added medium and large noses, wings, and engines for the bandits (8 new parts) which are also available in the junkyard. They are also pretty darned cool looking. New Bandit Brains: Bandits can now level up just like the other captains on the map. This means they now get perks just like other captains as well. Bandit's will become much stronger as they level up and utilize their perks. This means damage, shield, power bonuses etc... Just like you. New Bandit Ship Building: Bandits can now upgrade their ships on the fly, just like other captains. They also build them BIG. While bandit parts tend to have less punch, they will now make up for that by fitting more cores. The highest level Bandit Chief can field 21 core monstrosities. Bandits also now USE their salvage. This means a bandit who wins a battle doesn't just break down the parts for scrap, but instead fits the new part on their junk ship nightmare to make it even stronger. You can spot the toughest bandits toting around parts from their victims. New Bandit Types: We now have the Bandit Enforcer and the Bandit Chief. Bandit Enforcers will only spawn out of hives of level two or three. They have a bonus of 3 cores on their ships as well as a level bonus on spawn. Level 3 hives will spawn Bandit Chiefs. They get the 6 core bonus as well as a larger level bonus, making them incredibly dangerous. If you see a bandit hive in your space, the smart move is to kill it before it hits level 3. Nastier Hive Combat: With the increase in the strength of the bandits, we needed to make the hives a little more difficult to uproot (more on that in a sec) So hives now have a defending mothership to augment the defending strike craft. The Swarm: We have been calling bandit hives, “hives,” for a while, but now have taken it to heart. They work like beehives now. So you kill a hive, and it now swarms and leaves the territory that it was in (avoiding the faction of whoever killed it) This initial swarm state is “dispersed” meaning the bandits have been thrown to the wind for the most part and are looking for a new home, but over time, the swarm reforms into something you can attack. Once the swarm comes together, you can attack it. This is a very difficult strike craft battle, but like bees, the swarm is carrying honey. If you attack the swarm, the crates of resources that they are taking to their new destination are up for grabs. When you mouse over a swarm, you see where it is headed as well. Perhaps you want to let a swarm land at its intended destination if it is in enemy territory, but you can also attack it and divert the swarm to a new territory, if you win. We hope you all enjoy these new bandit mechanics. Keep in mind that we finished this new tech yesterday so there may be tuning issues, but we will get on top of those as well.
Synergies:
Another big issue has been the ideal ship shape problem. It turns out making a ship and L or a T shape would give you the most bang for your buck (pun intended.) To add depth to the decision making, not only for spine shape but even for core placement, we have added the Synergy system. How synergies work is that they provide bonuses for two way connections between cores. A core with one core connected (end of the line) gets no bonus. Two cores connected, 10%. Three cores connected 30%. Four cores connected 60%. Since cores are mainly responsible for power generation, health, and a portion of shields on your ship, you need to decide if that extra wing the L or T shape will get you is worth more than the power to shoot your guns more, have more health and have your shields last a bit longer. Right now, the numbers for the bonuses of synergies are a best guess as is the tuning of the weapon power consumption which is still using the old non synergy power consumption model. Tuning will come over time as we find a new balance of firepower vs reactor power, but for now we just wanted Synergies in your hands, so have fun. Synergies are visualized through core to core connections that pulse with increasing speed as the synergy bonuses progress. If you look at your ship in the assembly screen, you should notice more meat in the connections between parts. These are the synergy “pipes” that are there to show synergy progress. You can also see the synergy progress by mousing over a connected part. It is the new green icon at the bottom. In combination with the new part swapping ship building system, you should now place your best cores in the positions with the highest synergy bonuses on your ship. So we don't want to see any 6 star cores at the end of an L anymore, get that thing synergized. :)
Cloaking:
We introduced starmap cloaking in the last patch, but it was a bit over powered. We have adjusted it so that cloaking now has a longer recharge time (90 vs 60 seconds) takes a bit more rez to maintain (3x vs 2x consume) and also now has an activation time (15 seconds)
Moving Forward:
For our next update, we will likely be working on tuning and doing a large bugfixing round. It isn't glamorous, but we have been so busy adding features to SPAZ 2 for almost 3 months now that we have had little to no time to play the game and tune all these new features. We also have very large bug lists that need to be dealt with. Most of it is quality of life stuff thankfully, but it is important. Other things we are looking at, though probably in the update after the big tuning pass will be a whole new Strike Craft System, Killing of Captains, and Faction Death. Thanks very much for your continued suggestions and support. They really do help to make SPAZ 2 the best game it can be. We really appreciate you all sticking with us!
Space Pirates And Zombies 2
MinMax Games Ltd.
MinMax Games Ltd.
2017-11-07
Indie Strategy RPG Adventure Simulation Singleplayer
Game News Posts 36
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(2671 reviews)
http://www.spaz2.com
https://store.steampowered.com/app/252470 
The Game includes VR Support
Oculus
 1 
SteamVR
 1 
Gamepad support
 1 
Seated
 1 
SPAZ2 Linux 64 Bit [772.66 M]
In SPAZ 2 you must survive in an evolving post apocalyptic Galaxy. The zombie threat is defeated, infrastructure has collapsed, fuel is scarce, and scavenging means survival.
Initially the Galaxy contains hundreds of fleets, each trying to survive. AI captains do everything the player can. The player is not special and is not the center of the Galaxy.
As resource scarcity becomes critical, ships come into conflict just to survive. Factions may form for protection or split due to starvation. Old friends must become fodder.
Stronger factions establish and defend territories, set up resource hubs, and establish star bases. Weaker factions may resort to banditry. Each captain is unique, persistent, and shapes the Galaxy.
When factions meet, combat is usually the result. While the strategic side of SPAZ 2 is about exploration, territorial control, and faction building, the action side of SPAZ 2 is about ship construction, tactics, and salvage.
Combat creates damaged ships and dead crew, but it also provides new salvaged parts. All the parts in SPAZ 2 are modular and randomly generated. If you see something you like, break it off an enemy, grab it with your tractor beam, and connect it to your ship. Ship construction can be done live during battles, though sometimes beating an enemy to death with their broken wing is also fun.
Back on the star map, battles will attract other captains looking for salvage. Take your new parts and run. Upgrade, repair, and prepare to fight another day, for darker threats are about to emerge.
Key Features:
Initially the Galaxy contains hundreds of fleets, each trying to survive. AI captains do everything the player can. The player is not special and is not the center of the Galaxy.
As resource scarcity becomes critical, ships come into conflict just to survive. Factions may form for protection or split due to starvation. Old friends must become fodder.
Stronger factions establish and defend territories, set up resource hubs, and establish star bases. Weaker factions may resort to banditry. Each captain is unique, persistent, and shapes the Galaxy.
When factions meet, combat is usually the result. While the strategic side of SPAZ 2 is about exploration, territorial control, and faction building, the action side of SPAZ 2 is about ship construction, tactics, and salvage.
Combat creates damaged ships and dead crew, but it also provides new salvaged parts. All the parts in SPAZ 2 are modular and randomly generated. If you see something you like, break it off an enemy, grab it with your tractor beam, and connect it to your ship. Ship construction can be done live during battles, though sometimes beating an enemy to death with their broken wing is also fun.
Back on the star map, battles will attract other captains looking for salvage. Take your new parts and run. Upgrade, repair, and prepare to fight another day, for darker threats are about to emerge.
Key Features:
- Two hundred persistent Captains that are able to do everything the player can, including forming dynamic factions, building structures, controlling territory, and going to War.
- A true living galaxy that is not player centric. It will develop differently each game through the interactions of the agents.
- Build your own faction from nothing.
- Randomly generated modular parts. Build the mothership that suits your play style, on the fly, in seconds. Every part has its own unique stats that contribute to the mothership. Every part has its own hull integrity and damage states. Every part is a real, working, ship component.
- Strategic ship building. The mass, location and shape of parts all matter. If a part blocks a turret, it will not fire. If a ship is too long, it will turn slowly. Too many engines will mean too little power for weapons. Every design choice counts.
- A fully physics based 3d environment where everything is destructible, takes damage from impacts, can be grabbed and even thrown at enemies with the tractor beam.
- Natural movement and controls. Movement is on a 2d plane and screen relative, much like an FPS. The combat feels like huge pirate ships battling on an ocean. Focus on tactical positioning and manage system power to unleash hell at the right moment.
- Epic ship to ship battles. Tear the enemy apart piece by piece over minutes, instead of seconds.
MINIMAL SETUP
- OS: Ubuntu 16.04 LTS or SteamOS
- Processor: 2.6+ GHz Quad coreMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 3 Compatible GPU with 1GB Video RAM
- Storage: 4 GB available spaceAdditional Notes: 64 Bit Only. Other Linux versions should work but are not officially supported. VR not supported
- OS: Ubuntu 16.04 LTS or SteamOS or newer
- Processor: 3.1+ GHz Quad coreMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 3 Compatible GPU with 2GB Video RAM
- Storage: 4 GB available spaceAdditional Notes: 64 Bit Only. Other Linux versions should work but are not officially supported. VR not supported
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