Xenoarchaeology Overhaul Feedback

Hey, fellas! I hope you’re enjoying the testmerges so far, and hopefully not running into too many bugs.
I’d really appreciate if you dumped any feedback you had here, on this thread. I can use your input to improve the update and maybe even add more stuff to it.
If you did run into bugs, drop a comment here, or make a github issue for me, thanks.

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I didn’t have any opportunity to learn more of it but the effects are cool, maybe a tad too flashy.

Also, I still have a bad taste of the old Xenoarch. Perhaps new artifact icons may help?

Also, some admin was having tons of fun putting those effects on a cyborg. lol

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No such thing, I’m afraid.
New icons isn’t a terrible idea, however.

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things I am missing from old artifacts are general research points production and… do upgrades do anything for current machines?

though I did manage to correctly label multiple artifacts I’ve yet to sell one and see for how much they sell now, there was a round where I thought cargo sold a crate full of them but nothing appeared on the listings console history, do you need to attach trackers for that?

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as for positive feedback, xenoarch 2.0 is the broken mess we’ve been waiting for

  • can now calcify artifacts if properly labelled and prevent malfunctions, finally letting them be put to good use
  • new traits bring novelty factor and encourages you to interact with other crew members by throwing an artifact at someone and seeing what it does (for SoP reasons this is not legal, but I prefer someone else to be chomped by an artifact than me)
  • the process that allows you to make artifacts out of any item now lets you make a Biblically Accurate His Grace, a sentient toolbox that can (temporarily) absorb any poor mob it touches
    at least we now know where He came from

always wanted for loose sentient artifacts to reach their delta threat level potential so that I can scream the following when the clown inevitably misplaces them: “IT BREACHED CONTAINMENT. I REPEAT, IT BREACHED CONTAINMENT.”

in fact, xenoarch 2.0 might be invariably a bit too broken currently
because from what we’ve seen, nothing prevents you from making a dense nuke disk
or for a certain girl’s renault plushie to be turnt into an ultrakilling machine that shoots everything nearby directly into crit whenever it’s given enough coins

and the best part is, we’ve probably not even touched all this update has to offer yet, as @Racc-Off seems to vaguely imply

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This was really fun, introducing myself as “His Grace” to people was funny. Would do it again.

I guess the criticism of it, though, would be that the ability had no cooldown what-so-ever. Though, i suppose even a cooldown wouldn’t have prevented me from capturing the same person again, assuming the cooldown was shorter than the capture duration. That being said, I do prefer being able to use the ability with some frequency, compared to the old artifact exponentially longer cooldowns. Nothing was worse than being an artifact that had a 3 or 4 minute ability cooldown.

As someone with 0 hours in science, this overhaul has singlehandedly made me want to try it.

The interaction I’ve seen between crew, other departments and science has been a blast, like when atmospherics make an artefact generator that was turning mundane objects into crazy shit.

Not very constructive I know, but you did an awesome job with this.

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I think there’s a bug with the console. It’s supposed to announce the rewards you get from cargo, but that stopped working it seems.

I really enjoyed the additional interactions (atmos can make anything into one) so there is more potential for different people to do stuff with it.

…I just wanna know what the poster means by “grid alignment” and “stabilizing” the new pearl artifacts.

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I don’t want to spoil too much, but if you guys are struggling to figure it out I can add more in-game hints.

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Only thing that worries me about this update is balance concerns after the novelty wears off and people start minmaxxing it. Some of your best work though, amazing update.

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Isn’t the standard for such minor balance changes to be done in the follow up updates? It is a worry for any new major content.

Had a small (but super funny) bug(?) happen to me. Got turned into a cockroach by one of the bestial artifacts, and when I turned back into a human I crushed myself and got RR’d.

Other than that, good job! I am honestly loving the new artifacts and I think they add a load of interesting stuff for science to do, and a lot of ways they can interact with the station more. I’m super happy that science has a way to get research that isn’t toxins as well :slight_smile:

Turning objects into artifacts is also super fun and I think it should be kept locked behind tritium/fusion as they have the potential to be very powerful (though I’m sad that toxins doesn’t really have enough gasses to do it). I haven’t really played with them enough to say if they deserve a nerf or not, as they can be very high risk-high reward and require a lot of set up to obtain.

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a few notes. Ordering stuff through cargo is good in theory. But only in theory. Any sentient artifacts ordered through cargo will ALWAYS get sent to the error room, because the artifacts get spawned in and then despawned temporarily until the cargo shuttle is called.

Also science can order unlimited artifacts, which they just did this round. A ton of artifacts came into cargo, disabled the entire department. Cargo was looking like this at round end:

I don’t really know how to fix the sentient issue, it just fundamentally doesnt work because of how cargo works. The other thing would be really easy though, but just hard limiting how many orders they can put in at once.

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Rest in peace E.X.P.E.R.I-MENTOR your only use was to get strange powercells and to steal Ian round start.

Lastly I feel like buying artifacts could be changed after what I saw in round ID 48254.

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Will fix sentient, otherwise skill issue tbh

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conversely, what you can do as a cargo tech in the meanwhile:

  • I know that paper confirmation is going to earn you some credits

but if the crate says

“RESEARCH MATERIAL”

best leave it closed, let it be R&D’s problem
otherwise get a bomb suit (these actually provide some protection from some effects, not carps or bears though)

PS: asd■■■i on discord suggests that the paper itself can be removed by clicking directly on it

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10/10 overhaul
image

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Sorry about this one, folks. Fix should be up on the TM now :heart:

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No need to apologize! I love it. xd

(I wasn’t the one who was stepped on.)