Your comments

Glad to have you back. Thanks for playing.

The next update may be another quick bug patch before the weekend if I can get to it. Then I'm hoping for a bigger feature update with a new gameplay trailer before Christmas. Would love to get to a major balance update after that.

White means it's working, but unnecessary for normal operation. It's extra basically.

Yeah, I need to do another pass on the help text since some things have changed/been added since the last time it was addressed.

I agree that a change to the degradation rate would require changes elsewhere. And I'm planning on providing more utility via craftable objects. I think the current component slot degradation system will eventually function as the "predictable" failure rate (which will be lowered), and I will introduce "unpredictable" failure of components to balance this and provide unplanned challenges for players to overcome. The unpredictable failure rate would be a stat that is not visible to the player and separate from the slot integrity, but would be influenced by things like dust storms (an existing mechanic), radiation storms (an upcoming mechanic), and other factors. I think this makes sense because it would basically be the difference between regular maintenance failures and sudden failures. One category of sudden failure actually already exists in the game, and that is the chance for a component install to short out if installed with the power to the unit still on. 

I think I will be making a fairly significant adjustment to the failure rate soon so that things don't break quite so often. I don't want repairs to feel like quite as much of a chore. Right now it feels more like you have to go around fixing everything regularly without regard for what currently needs the most attention. I'd rather the player goes around checking the diagnostics for each unit semi-regularly and then only fixing the slots that most need repair.


Also, Mr. Fusion is correct about encumbrance. It will hopefully encourage smarter use of storage. (And soon... vehicle transport!)

This should be fixed for the next update.

"dustStormRandomActive = False" just means that there is no dust storm currently active anywhere on the map. Though, I did look into the code and it appears that the increasing chance of seeing a random dust storm is not properly being saved between sessions. So, if you continued playing long enough you should indeed see another dust storm during your playthrough, but if you quit the game before one is spawned then it is resetting the chance of one spawning to a low value. Obviously this is unintended so I will make sure that the chance for one to spawn is saved between game sessions of the same save file. I've converted the topic to a bug.

I think this issue has been resolved. It has been quite some time since I've experienced the zoom into the datapad getting stuck. I've made several changes to the datapad code and it may have just passively been resolved with those changes. If anyone experiences it again please let me know and I'll reopen this topic.

I have not had anyone report this same issue. It also may have been passively resolved by changes to the rendering pipeline while upgrading to a new version of Unity. If anyone can confirm that this issue still persists then I will reopen this topic.