#QoL List
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Or fall in a river. Zombies love necrosludge
hm. early on, bodies were highlighted but it was removed because it made the screen too busy, harder to identify the living enemies
maybe a different outline color. Or they trigger the outlines at the 3rd level of pressing H.
For loud missions with mines, there’s no way to safely disable them besides talents or carrying a sec device jammer. I would like player grenades to be able to blow up enemy mines.
Also if possible to implement, I would also like to be able to target and shoot enemy mines as well. I just want more ways to deal with them in a loud manner when my squad isn’t carrying tons of sec device nullifying talents
Shooting mines would make them trivial IMO, and nade-ing them would raise the question of 'why can't I shoot them?' for an in universe explanation of this maybe they're well armored and tuned to unrecognized biosignatures.
But there would be a penalty for it, noise and security rating, no?
- ammo, meaning you need to reload more often, and shooting costs more AP than the techie alternatives
The ammo use of a sidearm and the 2 AP shot vs 1 for a talent seems negligible to me. I hadn't considered that the blast might make a noise equivalent to a grenade, but even then, most of the time I'm concerned about mines is when I'm scrambling for an exit anyway and noise is less of a concern at that point.
FYI, any talent that negates damage will negate mines. Looking at you, cybersword
Aegis is my anti-minefield XD
So currently if I mouse over a enemy,the enemy's avatar in the initiative order would turn yellow,i would prefer it if it moved down since movement is easier to notice than a colour change especially when there's a lots and lots of enemies
Is inventory management (specifically merc equipment) on a list for improvements? I'm changing out items on 4 mercs now and it's really annoying how it closes the inventory when I equip something, or that item type filters aren't buttons that are visible at all times (i.e. Medical, Demolitions, Hi-tech, etc). Even keeping the filter open by default would be a huge improvement, or not resetting the filter after the screen closes.
Fair for the shooting thing. I just want grenades to work because again, loud combat centric classes don’t typically have mine disabling skills. If you’re popping a grenade to blow up a mine, noise is probably not something you’re worried about.
Lastly, I do think if using an energy weapon or anything with limited ammo, shooting COULD work since you’d be using your limited ammo to rid a mine. Would also give some utility too!
Our next improvement here will be remembering filters within each screen
Are you making predictable changes? Can load out help you?
Semi-predictable maybe. I remove silencers from all guns when I do a pure combat mission, but mostly I change the consumable loadout, so if there was a separate loadout save for the consumable items that would help a lot.
Ok, so the fact that load out changes everything makes it not workable for your sub case. Okay, I am sure we could mark one as item only
Either key bindings or an option for azerty keyboards would be great. I'm finding it quite hard to play on a french Mac! Otherwise great progress!
Key bindings are on the way I think.
Maybe also think about having the filter open as default, and also not close it when I go between categories in the market.
I would appreciate some command queueing windows! There are a lot of little fiddly animations that you have to wait for completion before you can assign the next action. This adds up to a significant amount of time spent over the course of a campaign. Waiting for them to shuffle their stance before interacting with a poi, waiting for UI animations to finish before issuing a reload command, that sort of thing. Its stuff I don't need to observe that I'm forced to observe. Being able to confirm the next command while that's happening would be a treat.
I feel like "monster HP" might be a bit unclear for a game with primarily human/robot enemies
unless this just raises Dade's HP, then it's spot on
Can we get an option for camera rotation buttons on the UI?
are the keybindings Rotate Right and Rotate Left not do what you want?
oh, on the UI itself? hm.
oh, for mouse-only control, got it
- QoL wish: Some kind of UI element on the item to the left to indicate that it has mods installed (it has 3 mods).
Bigger build button under the rooms description or the tutorial for your first room to point towards that. It took me a while to see the lower left small build text under the room description. The much bigger "manage room" above that textbox was drawing my eyes a lot more
note: this kind of thing can also be put into a Suggestion via F10
Ha, then I would rename potato to aapotato, and aaorigami, and then I'd never need to scroll the contact list.
Weird thing but it wasn't super clear what the tokens from the simsense trainer was for, most of the others have it on the building screen, but Simsense doesn't. Would love a button on the trainer where you can select to "respec" a character.
Would also love a sound info for grenades like guns have, can be difficult to calculate exactly how much tally I will get from the grenade explosion.
When you are throwing the grenade, you do see a yellow ear over every guard who will hear the grenade. That said, it requires you spinning and zooming to see who all can hear, so it's not as great as the ears on the gun view.
More highlight options (Highlight Interactables Only, Viewcone Only, etc)
Sorry to be brutally honest but the inventory management is horrific at the moment. The worst part is the blueprint inventory: all the sorting options are totally useless except for sorting by newest, which is marginally useful when looking at the new loot after a mission. Sorting by name, level, price: None of these actually correspond to anything you want to do with blueprints. Sorting by name might as well be randomized for all the use it has, sorting by level is pointless because level is never the primary relevant thing for anything and when selling stuff, the important question isn't the price but whether you can afford to sell the print, so sorting by number of duplicates would actually be useful (but doesn't exist). The filters can help a little bit here but aren't enough, with a lot of blueprints in the inventory you can filter to weapons only and will still have to scroll through several screen and manually find, for example, all the pistol blueprints. There needs to be an option to sort by item category of the resulting item, i.e. the same categories as in the shop and there also needs to be a catogry to sort by number of duplicates.
And also, most importantly, the blueprints need to stack. Having 3 identical blueprints in the inventory is unnecessary clutter, and not being able to tell from the main screen how many actual crafts are left (could be anything from 3-15) is awful.
Similarly for the files, identical files need to stack. Additionally here, files that are not parts of sets should just be removed from the game and replaced with accounts. It is ok for items to exist that have no actual purpose besides being sold, but there needs to be an easy way to identify and sell them. The file/ccount distinction already works fine here, accounts are for selling, files are for making sets, but files without sets just shouldn't exist.
And speaking of accounts, the account screen could use a button that automatically sells all accounts that are too cheap to give favours and too common to give influence.
Make an F10 about it, too. I def agree that blueprint inventory should have default filters - for weapons, armors, mods, weapon types, armor types, mod types. It is really missing
I already sent an F10. Sorting options (and default sorting to "by type") is much better than filters. For example, if you want to see what blueprints you have available for each weapon type, a sorted list lets you do that simply be scrolling down. With filters you need half a dozen clicks every time you want to change the type you're currently looking at. If you want to check over all weapon types, that's 50+ clicks you have to do that shouldn't be necessary.
Another screen where this is a problem is the inventory for consumables.
Text based filtering/search would be lovely too when you know what you're looking for.
Put this in an F10, but I was having trouble describing using only words. I have trouble remembering which line is which in the compare UI and I think other do too. thought of 2 ideas to help with that. one in ORANGE one in RED (though you could do both I guess)
Are there cases where the top/bottom of the names in the upper right, and the top/bottom of the detail panels on the lower right, don't match the top/bottom order of the lines themselves?
there are not, but it only just occured to me that the ortder of the weapons in the right pane WAS the order of the lines in the compare. I'm suggesting a UI tweak to help make that more clear.
I have also had trouble with the comparison in this game, so you're not alone.
Brutal honesty is never a bad thing, altho I would say that a suggestion this large should ALSO be f10ed for visiblity
One thing to note here is that not all Common Corporate Accounts I are the same and can't stack. They are usually associated with one faction or another, which affects who will buy them and for how much.
I generally think the sorting of files is bad and have left a few F10s about it, but I don't think stacking is going to be that helpful in the long run versus better and more resilient ordering. (Eg, alphabetical > rarity > something that makes it deterministic)
unfortunately none of those files are probably identical. different level, rarity, and faction. personally, i just leave the file tab filter set on "don't show files that are part of a set" and i just let the junk pile up invisibly. it's possible that update #10 today will show an improvement here; they did a sweep of the loot tables and i hope this means that the drop rates of the 1,2,3 parts will be more equal. that means we will have more sets and fewer stacks of the 1 items which were super popular.
During multiple choice options in dialogue, I'd like to ability to see a quick profile of the orange names mentioned. While playing a slower, easier game, it's really easy to forget specifically who is being discussed!
Like a mouse over hover?
A hover-over tooltip kind of thing would be useful, or a menu of :contacts the Cyber Knight had met with' in the pause menu with their profiles.
I dunno how much code it would take for us to leave a conversation to visit our contacts list, but a hover over seems doable
also, JUST making sure... upper right hand corner in your base has all of the contacts you've become involved with
It does, but during a conversation that doesn't really help.
Unfortunately, given Andrew’s previous comment, it may be challenging to implement.
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I would really like an XCOM style "Unequip guns from mercs on Legwork/Injury/Detox/Etc" button
Save an empty loadout? You will have to apply individually, but it should get you part of the way there.
unfortunately, @rich pewter said in a thread yesterday that hovertips on the dialogs will probably not happen. too hard to do, they only have 3 developers
So, hey, I do have a QoL suggestion ! Look, I'm an idiot, and I'm sure that I am far from the only idiot playing that game. And like any idiot worth their name, whenever I finish a heist, I have the same realization : "Ah crap, I forgot to put people in the simstream trainer, again". I'm starting to worry about bruising from excessive facepalming, so my suggestion is, whenever you go on a heist and there are still free benches in the trainer, could maybe the trainer randomly pick "available" mercs to give the training xp to ?
And, before someone says "you should prepare better", I already do 😔 I spend 15 minutes checking, double-checking my inventory, my leverages, checking the field ops center to see if I can't spend a token or two to improve the heist... and I still forget about the trainer
Or, I don't know, a pop-up that says "you have free mercs and free training benches, are you sure you want to go on the mission without assigning them ?", something, please, my substandard intellect is begging you
This is a great point
I don't think it's something to do with your intellect my dude, it's being a human being.
Would be great if we could have a menu that allows us to automatically send people to simtrain, according to pre-determined priorities and thresholds that keep in mind stress levels. Let us prioritise which mercs get to simtrain in order of priority, with lower priority ones automatically getting up in the ladder if the higher priority ones are unavailable. Also have like a thing that says "don't train at 80% stress" or something.
Sim Trainer costs stress, so I definitely don’t want folks sent automatically.
A nag reminder might be nice, as long as folks can turn it off!
The question about stress from sim trainer seems to come pretty often. I never build that room personally. Is it obvious from the game UI that stress is added?
No it doesn't. That's really important and should be included
I never build the trainer, but I think it mentions the stress when you go to put someone into the trainer? can someone check that?
Will do once I get out of this mission I'm doing
Checked, it doesn't prompt or say anything when I go and put someone in the trainer
I didn't realize it was a cost until coming here, I don't think.
So I was repeatedly throwing mercs in and out for one mission or two and then building Stress.
Yeeeah that'S bad
It really should tell you somewhere in big red letters "YE WHO ENTER HERE BE STRESSED YO"
please do F10 that.
yup i just had a merc in simstream for like 8-9 missions in a row and suddenly they are stressed out and i'm like wut. the game doesnt mention that at all
ez mode
Entering the SimStream Trainer adds +10% Stress, so you will get the best XP to Stress ratio by staying in the entire time while your team runs multiple missions.
When building a bench in the safehouse it reads "building bench character" which is probably leftover code that counts the bench as a "character", but for a polished experience I might recommend "Building bench" as that is more natural language.
that would make a good F10
hey, i've made an F10 about it but just to spare some extra screenshots of what i was talking about
when selling accounts from cold storage, when you select a buyer, they don't always show up in the buyer list
and also the accounts don't explicitly state their faction association, and you cannot filter accounts by faction
so in my example: this Amanda Wong buys Syndicate Accounts. but which of these items are Syndicate Accounts? and why there's no Amanda Wong in the buyer list even if she's checked in the filter for this exact item?
Because you don't have any. Syndicate accounts / files have this trefoil symbol for Que Milieu, or the eyeball stopsign for D-Cartel:
yeah so why when i select only the buyer of syndicate accounts i'm shown everything else?
i'm like supposed to do with all that what exactly?
(if i'm looking to sell stuff to a specific contact, that is)
Back to your example, here's an account with the lily symbol that I can sell to Amanda Wong, but when I filter by Amanda Wong, there's no such item:
There's a bug that uncategorized files (with source "Unknown") are not filtered out. And apparently also that the drug runner buying Milsec files (but not accounts) had their filter mixed up and shows the Milsec accounts on the filter. (This might be better for the support channel, though.)
well, in my absence of knowledge that it's a bug here was my report 🤷♀️
The filters and name buttons need to be swapped. Its counter intuitive on Steamdeck that the right toggle opens the leftmost filter, and left toggle opens the rightmost filter
I still havent adjusted to this depsite hours and hours now
Thanks for pointing that out, we can get the Hotkey defaults swapped
It'd be nice if the "Replace" Button used to swap in weapon mod blueprints in the Nanoforge could be changed. Just to have it to allow a "like for like" replacement of the mod we're trying to replace.
(ie: highlight a grip/magazine mod > click "Replace" > other grip/magazine mods are highlighted and selectable)
Right now we have to do the extra step of clicking "Remove Mod", otherwise these QOL updates have been great.
Oh, I got one - can we save custom setting specs as a template? I want to keep my Brutal Fun (Brutal but with Money and XP boosts) and just load it at a click for a new run. If I missed this functionality, whoops (or its not clear on Steamdeck)
oh, that's an interesting idea. don't think anyone else has suggested anything like that
Hahaha, i am also missing a way to search discord if this was suggested already and youre being sarcastic 😅😉
no, not sarcastic at all. I haven't seen that suggestion before and I think it a good idea
I have to admit, i generally use bbs forums for games and its easier to ctrl-f and go 'oh good, i dont have to mention it'. Discors is its own beast
Espc on a phone jfc
It is a good idea. With so many different settings (and more to come I'm sure), it would be nice to save custom setups.
The library system we have in place would support it pretty easily
Another QOL, this time tactical layer - I surely wouldnt mind if potential overwatch shots were color coded red. I cant produce a screen shot of the situation, but the UI gets very busy with yellow icons when you have multiple potential things - so if you will trip a motion sensor, be heard, and shot at, its hard to see all the icons. Next time im in the sitch I will F10. Other alternative is to make sure each 'potential' icon has a UI spot unto itself that cant interfere or obscure others? Just some food for thought on one UI cluttering
Saw this on Steam forums - rename "prox mines" into "smart mines". Better manages the expectation of players regarding shooting these and also interaction with talents.
I'd really like an indicator of what entities are generating yellow security tally- potentially something in this display showing how many pips that guy will be reporting
potentially when I mouse over the security tally it highlights sources of yellow pips
Potentially when I mouse over the security tally it pops up a text list of sources of yellow pips
Yes, this is a very popular request. It's tricky considering all the guards who hear one gunshot are packaged into the same two yellow tallies.
A text list would be able to accomodate that perfectly well- 'gunshot heard by Xu, Rho, Plumbus: +1 Tally'
the display would probably want, like, 👁️:🟨 🟨 , 👂: 🟨
which while potentially misleading wrt the heard gunshots would still be very useful
Hang with me on this 'blue key, red key' non use insurance. I am buying them and so far its like 1 for 5 in it even getting used because of mission parameters, map layout, and I know its a gamble but...rather than rejiggering maps to make them more 50/50 props, ill throw in an extra 10% if i get 50% back if I dont use it
Idk if this is really QoL but its giving me the letdowns
we are absolutely working on it. due to shifting priorities, it is the "half done" state right now
Idk if its entirely sensical, but i would 100% use 'default sort settings' if we could tell the game to always sort inventory by Level->Category->Primary Attribute level (eg damage for rods, hp for medkits)->Name. I dont know how core to the code the sorts are This is mostly to address how the inventory management is the only really clunky UI thing in my book. And its still navigable, but I do sarcastically say 'i wouldnt sort it like that'. Alternatively, 1 click user defined sorts that can be saved. Im finding that I do a lot of the same sorts - and hat tip for the 'best in class sort' that already exist - i use the hell outta that one because it does get me exactly where my thinking was going. Alternatively, maybe the game can soft remember your last filter sort and you can recall that with a click, and then dial it in again?
Are there any games that allow you to define sorts outside of the Game and in inside settings? This might be my CRM and EHR experience talking but Ive gone to the mat over this with vendors and how users will want to do this and get flustered if you dont let then define
I just submitted an f10 to suggest a hotkey to remove all mods from all unassigned gear - I was a little too excited to hit send, but but it would ALSO be great if there was an indicator in the inventory for items that have something equipped already, without having to click through them.
I assume you mean if you click on an item in a merc profile? if that's what you mean, there is already an indicator in inventory for items you have equipped already. It says Equipped
or, maybe you are talking about an indicator whether a weapon has installed mods? if that's what you mean, yeah, that might be useful. you can see Installed Mods List if you select the weapon, but there's no indicator on the grid. not a bad idea
Yes that second one is what I meant.
For example, If I bought a batch of new sidearms to kit out before a mission, I now would, for each of those, have to uniquip the mod to see base stats/compare, switch weapons, and re-equip the mod. If I am clicking through the team doing this in sequence, or shuffling gear, it might lead to having a few Defensor, for example, that I now have to click back through to see which one had which mods attached to it, to reclaim them.
Displaying the mod itself in the bottom corner of the item card (like '77 does) is a simple solution, if not just a "Modded" icon would be useful for overview in general... but after some of these loot-heavy jobs there is a lot to sort through and "reclaim all mods" (from weapons which are unassigned and sitting in storage) would make like a bit easier - save a few minutes in inventory to get back to gameplay.
Big brain would be option to "transfer compatible mods to newly equipped weapon"
displaying the mods might get a bit much if there are 7 on a crafted weapon. but a tag "Mods" should be fairly easy
Forum QoL suggestion: Get us Discord tags so we can spread the word.
@glacial mesa tagging for visibility
I mean i think it only takes a few sever boosts to give them the option to enable server wide
this may be in the works 😄
A toggle to skip all previously seen dialogue
QoL wish-list in no particular order:
- BP trading
- V-chip shard trading and better use for duplicate v-chip sets (level up contact service may be?)
- Ability to pay premium for faster cyber surgery recovery
- Possibility so spend cubes and money to add intrinsic slots to bought/looted weapons in the nano-fab
- Sell to highest bidder for cash button for cold storage and inventory
In addition to sell to highest bidder; bulk sell to highest bidder for items matching some filter
e.g. 'sell all blue/green items less than level 5'
I do like #5, that would be a big upgrade. however getting there would be a pain because of how many sets you can make out of things
Got another one and it might be Steamdeck mostly buuuuut...
If you get more than 8 APs on a merc due to CK talent, own talent, drugs, etc its hard to make out how many AP pips you have left, since it scales down the size to fit more in. (mostly have done this bagging the free APs from killing a prempt where a mook moves to trigger it on a new turn, if they have higher iniative to move before the preempt. Then stacks with Tactical Surge and also MPs from Precomputed advantage. Also noticable stacking Leverages that grant APs.)
Ill try to grab a screenie if this is obscure
And it is around 8 that it gets harder to make out
I second @frosty knot's desire for this functionality - in particular, the ability to Compare what my merc currently has equipped with available items in the Market - but maybe a different implementation could be a toggle/filter in the Market to display currently equipped and/or saved loadout gear alongside purchaseable items
History log QOL - date stamps for the event.
Tool tips explaining stats would be good, especially on hype-break screens. The ability to flip to said merc to examine current stats & traits would also be useful to make a better informed decision.
A grey dotted cone when you shut off cameras so you know where to not be standing when they come back on
Can we have reset filters on controller (and mouse+keyboard too) for the Market?
I just noticed this the other day if you click on the camera, not sure if it's new
that already exists. hover the cursor over the camera
After roughly a dozen full playthroughs, I'm kind of sick of the blue default color on the menus, a color slider for the main party menus where I spend like 30% of my play time would be sick.
Finished my first full playthrough. A couple of things that bugged me, but weren't major issues:
In "compare" mode, it would be nice to be able to compere the equipped weapon without its mods, rather than having to go into equipment screen, remove the mods, compare, then put the mods back if I'm not switching. It would also be nice to be able to compare an unmodded equpped weapon with a blueprint's "base" result.
The second thing was that when adjusting the cone for Preempt (and I think Overwatch) near a corner while unseen, it can move you out and reveal you, before you commit the ability. I think you should get a yellow eye icon, similar to when planning movement, and not be revealed until you commit the ability.
the "reveal when trying out Preempt and Overwatch" should be reported as bugs in F10.
same with the planniing movement--you are not supposed to be revealed while testing a movement
OK. Wasn't sure if it was really a bug or a design choice.
it if looks like it might be a bug, report it as a bug
This one's minor, but bugs me every time - when swapping decks on a matrix monkey (Hacker, WG, doesn't matter) opening the market to see what's available dumps you back to the "manage programs" screen rather than the inventory screen, requiring you to open the inventory screen again to actually equip your new deck.
On a related note, an "uninstall programs" button like the "remove mods" button in weapon inventory would be handy for when you're swapping a bunch of upgraded programs to a new deck.
As I get more and more splicer contacts from V-chips, I'm finding that I would really like a unified Cybernetic Implants list. Having it broken down by slot is great for upgrading a specific mercenary and seeing what clashes for them, but if I want to know "what implants does contact X offer", I have to go into each separate slot, filter that slot for that contact, write it down somewhere else, then go into the next slot, filter that slot, etc. etc. It would be good to have some way of going "show me all cybernetic implants, regardless of slot" and then be able to filter that list by rarity, sellers, service level, etc.
not quite what you were thinking of, though. I imagine you want to see what is available now in your current game
yeah I've been using the wiki page to try and plan out what contacts to try and upgrade and who to sell file sets to
But something showing my current game would be really handy
i know this isn't the way the game works, but there have been a number of threads like, "where do i buy implants, there aren't any in the market". the market panels do already have the infrastructure to show everything you can buy, or filter by slot, PL, etc. the cyberware panel looks cool, but it does make it much harder to get that kind of overview.
Yeah exactly - like, I do really like the current cybersurgery interface! But having a market style overview as well would be great
Right on, we'll keep working to improve. The growth of different service X slot combinations has exacerbated it
additional extremely minor QoL request: I would like Intrinsic-Only blueprints to be a filter category in the Cold Storage blueprints view? just for convenience's sake
After over 200 hours in the game, the most tedious part of my playtime is tracking down and shuffling gear between mercs, it’s easily where I lose the most time.
So here's my proposed QoL improvments
Equipments
Add a roster-wide “Unequip All” option with filters like:
• By item type: weapons, armor, consumables, Decks, etc..
• By merc status:
– only mercs not assigned to the current mission
– only mercs who are unavailable (in treatment, in pod, etc.)
Weapon Mods
Add a “Remove Mods from All Weapons” option with a filter:
• Skip equipped weapons (to leave active loadouts untouched)
@tribal eagle I'm not sure you realize that Loadouts can move weapons and armor into a merc, even they were on a different merc?
can you tell me a bit about what types of operations you did on repeat that ate the most time?
sounds lovely, added to the list
That might help, will try to use loadout see if it's better that way.
Going to the barracks. Selecting a merc, selecting one of it's equipment, unequiping it. Repeat for each piece of equipement I want to retrieve to equip on another merc. Hopes this answer your question.
oh yeah you definitely want to be using Loadouts. I've got a pair for my Hacker and Wireghost that lets me quickly swap my most accuracy-boosted Pistol over
(Technically I don't even need to have that Standby one, I just don't like seeing the Under Equipped warning)
any merc can use a Loadout once it's created, and it'll grab the equipment for the Loadout off whatever merc is currently using it and equip it all to the merc you've selected to swap to
it does save everything about your current loadout though, including belt items and current mods, so you do have to Overwrite the loadout if you want to upgrade what mods you're using
yes, that answers the question. I think @brittle delta's follow up is equivalent to mine. have you tried doing that with loadouts? that should be a 2 click operation for any amount of weapons, mods, armor, item you want to unequip and move
and loadouts are friendly to overwriting, so when you upgrade parts of them, you do have to remember to save as over the old one
@rich pewter , @brittle delta Yes indeed, I had overlooked the loadout feature, looks like it's going to save me a lot of time. Thank you both 😉
after you've had a chance to give it a go, please let us know if it helps or there are still things you need. your request for filtered unequip might still be pretty helpful, etc
@rich pewter , So I've been playing with the loadout a bit. I have to say it's a helpfull, but in a minor way. I'd rather have the ability to unequip everyone and redo their loadout each missions personally.
i think it requires a different type of planning if you want to really use it
definitely understand that it helps a bit but maybe not for everyone
unequip all sounds good
I make a blank loadout and use it on anyone I've benched for the mission; works decently well for me.
Smart
In general I run pretty tight teams, so max rotating 5 mercs.
I just have a stealth and a combat load out for each
Smart, I'm stealing that one !
Suggestion for leverage: doctors can give an 'on-call' leverage to boost wound/injury resistance for a given mission. Would give something for people to use doc favors on (I'll try to remember to F10 suggest too when I'm at my computer next)
That's awesome
really want a pop-up window to show what each service actually provides, so it could list implants, weapons, and service effects.
It's roughly the same with purchases, but without the specifics.
Every time I dig into the implants, I try to figure out what I've discovered
there is actually a "New" filter on the market and cyber surgery, so you can see what has been added
unfortunately, in the cybersurgery, the filters are only available when you open a slot. the devs are considering restructuring it
I think this is very easy for new things that aren't cybernetics and really annoying for cybernetics
Just use the service filter in the tab if it is not implants. Implants, sorry it's a pita and we working to fix
I have a quality of life fix that seems very simple…when I plan my routes in a mission I sometimes struggle to keep track of the number of loot boxes on the map and how many are left to loot.
Is there a way we can get the number of lootboxes (0/7 boxes looted) on every mission with loot?
If there are any missions that don't have that number already displayed, please use F10. I thought all of them did.
some mission types which do not usually get lootboxes sometimes do on some maps; in those cases, the numbers are not listed in Objectives. I would F10 that
not clear to me whether the bug is not listing the numbers or having lootboxes in the first place
Okay, I will f10
I believe only missions where the objective is boxes have the list. K3C, etc. never do from memory
I don't think that is quite true. I believe I get list of boxes during Kill 3 Captains
I'll have to check that, though
Phreak's right, it will not show lootbox count down unless it is part of the main obj. like scavenging missions or find parts, etc.
I honestly think the recent update giving important things large outlines helped out alot with missing loot boxes
I don't really remember it outlining terminals however.
the highlight function has been in CKF since the beginning of Early Access (maybe before). the only change is that it is now the default, until you change it.
In the mission results screen, would like to see which contact (if any) gained exposure.
Or some other kind of notification. Would also love notification when the underworld simulation increases influence or exposure.
terminals are outlined in blue
can you use the highlight function to rapidly spot the lootboxes that are still gold outline and not gray? I usually turn on higlight and zoom out to check
this gives you all the info you need, where a 5/7 just gives you numbers but not positions
we could feasibly turn that objective on for all missions that have lootboxes
that would be reasonable thing to do I guess ❔
I'd like it if you did that.
don't see how it would hurt to shove it into the secondaries all the tiem if it wasn't in primary
Yes, I’d love to have the number added to the secondary objections
Yes, but it helps to have a progress tracker
Same
I don't know if I'm just missing this somewhere, but I would love a button on the mission screen to unequip all mercenaries not going on the mission. I feel like I have to spend so much time taking armour/guns off the mercs that are staying home.
there isn't a button to unequip everything, but you can create a Loadout with nothing in it, and apply that Loadout to a merc
alternatively, you can create Loadouts of the equipment you want a merc to have. when you later apply that Loadout, it will pull the equipment to that merc - even if it is currently on another merc
that way you don't have to unload everything from everybody else
I also use a blank loadout and it makes that a bit quicker for removing gear since it’s quick to apply.
A bit of a corner case, but it'd be nice if in addition to showing possible rarities minting a fileset also showed what faction(s) the minted set could settle as. If I'm trying to boost one of the pickier contacts (say, Orgiastic Joe), I'd rather have a 100% common minted set that's guaranteed Fenian than an 100% legendary set with a 50/50 shot of being D-Cartel or Blue Ox for example.
oh hai, i never noticed that sets could include pieces from different factions and the faction is also chosen randomly. I guess we couldn't solve that by "averaging" as I suggested for rarity.
Not sure if faction is a separate roll or what, but you can definitely combine the same set of files multiple times and get a different faction for the minted set each time.
This is silly, I know, but maybe some of your other players are as irrational as I am: there's a little feelsbad when a contact at 100% gives a mission that gives +40% influence as the secondary. Can we remove +influence secondaries as an option on people with 80%+ influence?
For what it’s worth you should be able to play the timeline to let them limit break first most of the time. But yeah I’m sad whenever influence goes to waste so I feel you.
Yeah, I tried, I was about to lose the mission.
delay the mission till they get their break?
Another "far end of the bell curve" suggestion - be nice if Shadow Sites had the same "the more there are in the queue the faster they pop" logic that contact limit breaks do. Current pacing is fine if you only have 2, but if you put in the effort to get access to the current max of six, you ain't going to see the last one until you're like PL 12.
i have the impression this falls under the category "we don't want you to see everything in a single playthrough".
A tiny one for SteamDeck - dont allow mooks to have Sitho and Sitha on the same map. Those pixels are tiny!
probably not a bad idea to drop one of those names anyway as too similar
wish granted
When hype breaking it would be cool if a little symbol showed up on the loyalty option for mercs that have a black site or other loyalty based thing. Whenever I get a break I blank on which ones I want to get loyal.
everybody has a loyalty-based thing.
- Hype Resets to 10%, except
- Loyalty 60% => resets to 10-20%
- Loyalty 70-80% => resets to 10-30%
- Loyalty 90-100% => resets to 20-40%
- If Loyalty is 60%+, individual attributes max at 6, otherwise max at 3
- If Loyalty is 60%+, total attribute bonuses max at 16. Otherwise total max 8
- If Loyalty is 60%+, option to reduce pay rate comes online
- If Loyalty 60%+, better Temp Traits are enabled
- If Loyalty 60%+, can upgrade Traits to Level 3 and 4, otherwise max at 2
Oh nice.
Higher Loyalty enables better retirement cards, all next retirement cards start at 60%+
ah, yes, I'll add that to the list
Wierd one, but could...lol...puts on rotten veggie armor could we get an Empty Loadout by default in saved loadouts. Instead of creating it after another failed ironman run?
Its something I started doing by default for QoL and to not buy things to buy things. So much so...Id like it there by default
can you change the file icons for files that are part of a fileset to have a "puzzle piece" look to them? not the whole thing of course but maybe just like a corner.
Maybe even change a completed fileset to have a "pieced together" look to them.
While the filter list is nice and all. Visually there is not much to differentiate file sets that have usable actions, used for crafting filesets, and those simply used to sell.
This is related to the one above but I wish the default sort was just a bit better in almost all the menus.
I think the default should just have files not part of sets AND created filesets at the top by default somehow since those are the ones you need 90% of the time.
Similiar I think it would be really nice to have blueprints and items sorted by type by default so if you want a melee weapon they are all close together for easy comparison and obviously sorted by blades -> clubs too
Armors by Light to heavy
Items by like medical to drugs to grenades to mines etc
Cool concept
I'd like a way to see what items are available in a tier. Like when I go from level 1 battle tank cyberware to level 2, I got to click through each slot and hit the filters to see what's new.
It's less of an issue in the shop since it's only one tab to filter, imported weapons is going to be the weapons tab, but cyberware has a ton of slots and some tier upgrades only give you one or two new things so it's tricky finding them.
Yes, the way the cyber full body view interacts with a large number of cyber services makes this very painful. Maybe the wiki page containing all the cyber gear details will help?
https://cyberknightswiki.tresebrothers.com/Cyberware_types
the devs have indicated they will change that UI
no ETA
last time they said anything, I believe they talked about maybe doing all the slots as tabs on the top, just like the Market and Inventory. each tab including the ALL tab would have filters and sorting
that is the plan
So I dont know if Im being silly here and just adding one more thing to look at buuuut, could we get a yellow pip indicator in the 'base view' if we have new convos in the contact tab? The convos obviously come through on the timeline, but I have a routine where I basically check contacts after every mission. Again, might be a little redundant or too much
And I was thinking it should roost up in the right corner where you go to contacts. could apply to new loot in your inventory as well for the inventory tab
What is the indicator indicate?
In testing
That theres a convo I havent read in the contact hub and noticed in the contact hub. Its mostly because I go there instead of the timeline to see what is popping in New Boston
I dont know if it makes entire sense thinking about it, but 'new thing to look at in contact hub' and then clears if you looked at the contact hub
you mean a tag on the card for a contact in the List of Contacts screen?
no, you can't mean that because that already exists
Its mostly to become aware of new potential missions from contacts well before they show up on the timeline, to avoid personnel pinches. Like a new legwork mission available will be behind every event until the deadline to take the mission
But I basically hunt and peck the contact tab after every mission to catch things like that and not get pinched
where do you want this tag to show up?
just a yellow dot in the top right indicating their are new conversations in the contact list, himm
A little yellow pip on the corner, upper right?
ah, on the Contacts button, got it
oh ... @rich pewter , you had indicated at one time that the Journal might get new entries as the player finishes some jobs or such. a yellow dot on the Journal might be useful to indicate new entries, too
it does get yellow dots for new on the individual entries
but its rarer and harder to create content then we had noped
yeah, I think the only entry added by storylines right now is Electric Jackals?
maybe The Belly
Can that dot be shown on Face Skills as well, when they're off cooldown?
Game could use more visual feedback
there are dots to show Face skill charges. when they come off cooldown, a dot shows
Blue dot(skill charge) isn't enough imo
do you want a blue dot and a yellow dot? that sounds confusing
The blue dot is the charge count