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Haemimont_Vlad

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  1. Sorry for the confusion. I meant I wouldn't rule out server code being released in the future, but I wouldn't bet on it neither. With how moddable the game is we could see the community making their own server software as well.
  2. I'd say yes to all of the above, but most of these won't be easy. Only some of these things are editable through editors and are a matter of parameters, for everything else you'll need programming experience and knowledge of the Lua language to override/rewrite functions and add new ones.
  3. It's hard to tell without attempting to do it.
  4. Update! Yes, people on Steam will be able to play co-op with those on GOG. You can't use the "Invite Friend" functionality across platforms (as they don't share friendlists), but you can find each other's rooms in the browser or join via the room's join code (a unique 2-3 word string that is unique for each hosted room). There can be only one AIM merc in the campaign. We went back and forth a couple of times on this, but ultimately I didn't want the singleplayer game to be differently balanced from the co-op one. IMP mercs are very powerful in that you can optimize them to fit what you need in terms of stats and perks, and their contracts don't expire. For those who want to play differently, modders will be able to figure out how to enable multiple IMPs. Thanks for the kind words! Ultimately this is the best way to make a simulative, reactive, emergent game. Modders might decide to tackle that, but there is no such mode coming on release. If there is community interest it might happen. Yeah, you can modify existing models, images, stat values of items, mercs and other content in the game. They would automatically show up in the AIM browser if you mark them as AIM mercs, otherwise you would have to mod in a specific way of obtaining them. I can't comment on what will happen in the far future. I wouldn't rule it out, and I wouldn't bet on it either. Let's cross that bridge when we get there.
  5. Connection occurs through dedicated servers so the host doesn't have to deal with any port forwarding or network setup. They can just click host and invite their friend without having to worry about whether their friend can connect. We have nothing to announce regarding crossplatform play at present, but it is definitely on our radar.
  6. Both players can pause and unpause time in the satellite view. We didn't want to make one player feel like they're being dragged around (or that they're having a lesser experience) so we don't draw distinction between the two players in co-op, where possible. This kind of ties into the cooperation philosophy I briefly touched on in the post. Popups and interfaces that concern a merc will show up on the controlling player's screen, conversations are controlled by whomever interacts with the NPC etc. These are the kind of factors we use to limit player control, which we do sparingly!
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