Teal Lime Games
Hi, my name is Alex, I’m a solo game dev. Currently working on my debut game RUTHLESS:1.
Check it out here: https://store.steampowered.com/app/1951920/RUTHLESS1/
- 2 Posts
- 4 Comments
Teal Lime Games@programming.devOPto
Game Development@programming.dev•I'm making a Sci-Fi ARPG with creature collecting elements
1·8 days agoLinking the patch notes in the first post back is a good way to restart
Good idea, I will do that soon
On the rebuilding: A rebuilt Mech will always be stripped of items and weapon. Items are randomized drops and higher-rarity weapons are randomly dropped from enemies, that had them equipped. I will add the possibility to craft either in a future update.
Teal Lime Games@programming.devOPto
Game Development@programming.dev•I'm making a Sci-Fi ARPG with creature collecting elementsEnglish
1·9 days agoRebuilt Mechs come at the same level as the enemy you destroyed. Usually, your strongest mechs will be at a similar level as your enemies so this is really not much of issue. Also, the player has items and weapon upgrades available while enemies don’t (this will change in higher difficulties), but since they come in large numbers, there definitely are quite a few challenging areas to come. That said, once your Mechs gained some extra levels, early areas will unavoidably become trivial, unless you go back to grind your low level mechs.
And to clarify, you don’t control three Mechs at once. You build a squad of three Mechs, one of which you control at a time, but if the situation calls for it, you can switch in another one on the fly.
Teal Lime Games@programming.devOPto
Game Development@programming.dev•I'm making a Sci-Fi ARPG with creature collecting elements
3·9 days agoThank you very much!


The pause issue was caused by how Unity triggers it’s events. The ESC menu previously loaded some dependecies by script, which would only fire once the menu got activated. At the same time, it tried to set up the Options submenu, which already required one of these dependencies, causing a race condition which would then (more often than not) cause an exception and thus abort the function before the game was paused. The fix was to set up the dependencies in the Inspector, rather than by script.
The Breached and Cracked stack cap were fixed for consistency reasons. Depending on how Effects are caused, their actual value can differ, usually 2% - 4%. A stat is changed by this value times the stack. For example, Breached erroneously capped at a stack of 1, causing a maximum Energetic Defense reduction of 4%, given the value of the Effect is also 4%. Now, it’s capped at 20, which allows a maximum reduction of 80% which is quite substantial.