Wed, 01 Oct 2014 17:18:44
Ask: Well, The Choice is actually just something unique on a player to denizen basis. It's just a boon that the denizen offers instead of killing it. I suppose you could outline specific things that each denizen offers for it's survival. Like the denizen that offered a solution to the kid's problems if it was saved from said solution destroying it. The Choice is simply, kill the denizen, or take it's offer of peace.
They specifically say that it’s about “facing your own mortality” I think, and I was under the impression that one of the choices wasn’t “fight the denizen”? Like, you’re offered options and you can take one OR just kill it. I’d just like to wait and see if there’s any further clarification forthcoming is all
Wed, 01 Oct 2014 10:10:19
I suspect we’re going to focus on getting the game as it is up and running for the rebuild, more or less (with several improvements to existing systems, though!). These are pretty high priority features, however, so they are probably next
Wed, 01 Oct 2014 10:08:45
Ask: Is it possible to import stuff for session to session? (sorry, i can't find anything that says yes or no)
Beyond trading things between characters in different sessions, nope, sessions are all separate dealies
Wed, 01 Oct 2014 10:08:08
Ask: Hi, this is TehAwesomestKitteh from the session Celestial Descent. I was wondering, can someone in the same session as me assist me even if we have different server/client chains?
I believe they can only assist you if they can reach you in some way, so if your chains don’t link up they’d need to be able to fly or something
Wed, 01 Oct 2014 10:07:30
Ask: is overseer 2 going to have some way to get to the battlefield without fighting your denizen? maybe the denizens could present players with the choice the way they do in canon, and then you can select various replies to the choice, with each ether allowing you to ether go on a quest for your denizen, or having to slay your denizen. and if you are successful at ether one, you could get to move on to the battlefield?
I’m gonna be honest, The Choice (gotta underline that important shit) isn’t described well enough in canon yet. I suspect we’ll give that one a go once Homestuck either fleshes it out or concludes.
Thu, 25 Sep 2014 09:57:42
Ask: In the upcoming release of Overseer is it going to replace the old version including all of the current data put in place or will it be it's own separate thing? If so will there be an option to play the old version or transfer session data so that current players will not have to lose progress?
It is going to replace the old version, however all data will be fully transferable. The planned system right now is that you’ll be able to enter the login credentials for an old account and that account will be loaded up as a character on your new account with all your old items recycled into grist (since major item overhauls are happening). I am not sure if I’ll automatically put the character in the same session they were in before or get players to log them in to a new session, but I’m leaning towards the latter simply for versatility reasons.
Wed, 24 Sep 2014 11:08:57
Text Post: Progress report: Overseer rebuild
I probably should have done one of these a while ago, so sorry about that! So far we almost have the entire pre-medium sequence done. This will act as a tutorial of sorts on some aspects of the game, as well as spreading out a lot of character creation choices that were previously packed into one place. Creating accounts and having multiple accounts per character is working fine, and the new strife engine (which is approximately <MATHS>% better coded than the old one) is complete and functional. We are also taking the opportunity to add more types of grist to round out the roster!
Grists now work on a “tier” system, with the tier being the lowest level the grist can appear at (they kind of did before, but it was informal since I basically threw all the grist packages together on a whim). You’ll be able to select any combination of grists you desire, or use a preset if you’d rather do that. Anyway, without further ado, here are the new tiers:
Tier 0 (4): Build Grist, Meta, Zillium, Artifact
Tier 1 (10): Shale, Chalk, Amber, Frosting, Rust, Jet, Iodine, Copper, Aquamarine, Malachite
Tier 2 (10): Tar, Wood, Rock Candy, Amethyst, Blood, Slime, Sandstone, Mist, Topaz, Fluorite
Tier 3 (8): Garnet, Cobalt, Nitrogen, Acid, Sulfur, Lead, Marble, Neon
Tier 4 (6): Rose Quartz, Ruby, Obsidian, Iron, Silicon, Mercury
Tier 5 (4): Gold, Caulk, Sunstone, Moonstone
Tier 6 (3): Uranium, Quartz, Silk
Tier 7 (3): Redstone, Permafrost, Emerald
Tier 8 (3): Star Sapphire, Titanium, Onyx
Tier 9 (2): Lux, Diamond
Tier 10 (“Boss” tier, 4): Polychromite, Rainbow, Opal, Plasma
A couple of these need explanation. Tier 0 is for grists that won’t be part of the Land structure due to being unusual in some way. Build drops for everyone and is essential, Meta is a new kind of grist that represents the “meta” properties of items like the Clarification Flag and can only be obtained by deconstructing other meta items, and Zillium and Artifact are, well, Zillium and Artifact.
Tier 10, on the other hand, is for grists that are no longer part of the Land structure due to being uniquely dropped from boss enemies. (I realized that the only time we see them dropped is by the Lich Queen in cascade, and that this is probably what the comic itself was going for given I somehow doubt that flashy underlings were ever going to be a thing). Please keep this in mind when updating old recipes and making new ones! The purpose of these grists is to represent “power in an in-game sense”, so most if not all endgame weapons should have some of them, weapons whose power source comes from something specifically Homestuck-y (Green Sun weapons as an example) would likely have more, and bosses drop them because they’re a good example of “in-game power”.
With that out of the way, I am currently working on getting the “find underlings to beat up” code working, which means initializing strife properly, selecting grist types and Lands, and all that nonsense. Blah has been doing the pre-medium stuff (deploying SBURB devices, releasing and potentially prototyping the sprite, etc) and inventory/strife portfolio/wardrobifier handling, so I am pretty sure he’s continuing with that. After we’ll be able to look into rebuilding quests, dungeons, the Battlefield, and the dream moons, and getting all the effects and abilities from the old version (and then some!) ported over to the new structure.
Fri, 29 Aug 2014 06:00:36
Ask: Please give us your least optimistic ETA for "Overseer 2". Your post can't seem to decide itself between "it'll be done as fast as a normal update would" and "this is going to take forever". No rush, though, I'm just curious.
Least optimistic ETA? I’d say January 2015. It mostly depends on how feature-complete we decide we want to make this overhaul before we release it to the public. If we’re aiming to wait until it’s on par with the current site feature-wise, then it’ll probably be closer to the new year. If we just release it when it’s a functional game (up to the BK fight probably) then we might see a release by… the end of September? Who knows. We’ll keep you all posted as things progress, though!
Fri, 29 Aug 2014 05:55:32
Ask: What about a really, really expensive item to remake your sprite? Some people are fucked because game balance assumes you have a 2000 power sprite, such as myself (30 power because I'm an idiot). Maybe only for non-canon sessions?
Where did we say the game assumes you have a 2000 power sprite??
Fri, 29 Aug 2014 05:54:46
Ask: Ask an encounter-skipping feature if the enemy is going to have less than 10% of your power level. Shit gets annoying when questing and having to stop to kill level 1 imps
If we did that, then you could fight infinite imps and grind yourself to rung 612 at no cost whatsoever. Not to mention there will be people with way too much time on their hands abusing that to get infinite grist.
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