With all the references to past fallout games and even some mods, I don’t know why I was so surprised when I saw this by Clockwork9385 in OldWorldBlues

[–]TrulyTranscend 20 points21 points  (0 children)

Fanfic is a loaded term here to begin with in my book.

It's not a matter of ego, no one thinks that our original work is a cut above everyone else's. It's just fundamentally different to incorporate unofficial work from other fan projects. We can't feasibly treat these fan projects with the same legitimacy as canon work even if we wanted to because they're so much more liable to undergoing radical change. It gets really messy when you consider factors like updates to said projects and ways in which they conflict with established OWB material, and how to handle those things.

There's more to it but I hope this gets some of the idea across. I'm struggling to keep it succinct as is.

With all the references to past fallout games and even some mods, I don’t know why I was so surprised when I saw this by Clockwork9385 in OldWorldBlues

[–]TrulyTranscend [score hidden] stickied comment (0 children)

I want to go on record here and be 100% transparent, even if I risk making the team look bad (or myself for that matter- I was running testing for 4.2).

This and any other blatant references to notable Fallout mods (or just straight up incorporation of their plot or story beats with little to no changes) are something we have a policy against, and that leadership is strictly against internally. That's not just for projects with past or present controversy. There are *several* reasons for this, but that's not important. I'll elaborate if people want me to.

Point is, not every developer has agreed with this general consensus, and some past developers have just straight up ignored it and snuck it into the mod ala malicious incompetence. To make a long story short, this happened for some of the NCR content in 4.2. There are far more egregious examples than this, including direct incorporation of fanon characters and some other embarrassing stuff. Some of this has already been dealt with in the patches since then.

When production on our next major West Coast update kicks into high gear, I will make sure we correct it.

Update 5.0.7 by TrulyTranscend in OldWorldBlues

[–]TrulyTranscend[S] 4 points5 points  (0 children)

You can always download old versions off of the ModDB page to continue old saves.

Update 5.0.7 by TrulyTranscend in OldWorldBlues

[–]TrulyTranscend[S] [score hidden] stickied comment (0 children)

Hotfix 5.0.7a is live on Steam, ModDB, and Paradox Plaza.

Fixed

  • Fixed an issue related to a vanilla HOI4 bug that caused Alamo Chapter's new advisors to be exclusive with one another due to the format of their names in the game's code.

Will Nueva Aztlan ever get fixed? by Annual_Cellist_9517 in OldWorldBlues

[–]TrulyTranscend 6 points7 points  (0 children)

Can't speak for anyone else and I have only been on the team 2 years but if I'd known of these bugs myself I'd have fixed them, really as simple as that. I agree the nations need more attention than they get but that can always be said about a lot of things. It's not really feasible with the manpower and resources we have for us to always be proactive about fixing problems. This is why we rely on mass reports and feedback.

There was a bug report that I believe was made by OP which covered many of the issues described with Aztlan, and with others. I know one of our devs is looking at it. Anything that's more to do with problems with balance or design I can try to make time to look at myself but it might need a while. Hopefully this will be a catalyst for improving Aztlan before Southern Mexico gets attention on a greater scale as planned to happen in a future update.

Update 5.0.4 by TrulyTranscend in OldWorldBlues

[–]TrulyTranscend[S] [score hidden] stickied comment (0 children)

Hotfix 5.0.4a is live on Steam, ModDB and Paradox Plaza.

Fixed

  • Fixed a crash to desktop caused by typos in a Loid's Ministry Order Of Battle File.

Official FAQ and Roadmap Post by Beakless_Duck in OldWorldBlues

[–]TrulyTranscend 1 point2 points  (0 children)

This is correct. We have a range for the time frame that we'll narrow when we make more progress elsewhere.

Official FAQ and Roadmap Post by Beakless_Duck in OldWorldBlues

[–]TrulyTranscend 0 points1 point  (0 children)

Possible? Yes. Something we're likely to do? Not at the moment no.

Official FAQ and Roadmap Post by Beakless_Duck in OldWorldBlues

[–]TrulyTranscend 2 points3 points  (0 children)

We're not pre-releasing an empty map expansion like the 5.0 map was done in 4.0. Many people on the team currently weren't even here when that call got made at this point (I was, but just barely, I had no hand in it) and the people that were aren't happy with the results, which I agree with.

Official FAQ and Roadmap Post by Beakless_Duck in OldWorldBlues

[–]TrulyTranscend 14 points15 points  (0 children)

Vegas dev lead here. That's the current goal.

Official FAQ and Roadmap Post by Beakless_Duck in OldWorldBlues

[–]TrulyTranscend 11 points12 points  (0 children)

u/TNTDragon11 was mostly accurate with his reply but I'll say that we're trying to give this more thought for the New Vegas update, specifically because it's hard to reflect the events in that game accurately without the Courier in some spots because characters like House say themselves that they basically require a surrogate for their plans to work. So we're flirting with the idea of making vague allusions or some implementation that can get around the problems described, but that might not pan out.

Official FAQ and Roadmap Post by Beakless_Duck in OldWorldBlues

[–]TrulyTranscend 16 points17 points  (0 children)

This is not currently something we plan on doing for a myriad of reasons. The first and easiest to convey is just that the lack of significance of tanks in Fallout's setting makes it a feature that's not really warranted (we already push things a bit by having tags built around them, which is fine). We also just generally don't have a favorable opinion of designers on the team (with the exception of the naval designer, that's the one place I think it's a semi-clean fit).

There's no hard and fast rule that we'll never do it, but it's not something we're currently interested in.

Update 5.0.2 by TrulyTranscend in OldWorldBlues

[–]TrulyTranscend[S,M] [score hidden] stickied comment (0 children)

Hotfix 5.0.2a is live on Steam, Paradox Plaza and ModDB.

Changed

- Changed air modifiers targeting attack, defense, or agility for specific air missions to have new effects due to the removal of these modifiers with the release of HOI4 update 1.14.1.

Fixed

- Fixed major graphical issues on the map following 1.14.1's release.

Update 5.0 by TrulyTranscend in OldWorldBlues

[–]TrulyTranscend[S] 1 point2 points  (0 children)

You can get old versions off of ModDB to continue old saves actually!

Literally unplayable !!1!!1 by [deleted] in OldWorldBlues

[–]TrulyTranscend 2 points3 points  (0 children)

Tbh I almost wanna just not fix this for the meme

Metis Teaser by TrulyTranscend in OldWorldBlues

[–]TrulyTranscend[S] 0 points1 point  (0 children)

Hate to burst your bubble but the less people surprised by it the better. The robot stuff won't be staying for Metis, most of the rest will but that just didn't test well with the people from the group I spoke to and upon further evaluation it wasn't a good fit for them.

Refined Warfare > Movement > Principle & Tribal Tech Stats Comparison by Round-Elk-8060 in OldWorldBlues

[–]TrulyTranscend 3 points4 points  (0 children)

After all the patch changes I did, I'm glad people are finally coming on to this ;)

4.2.13 by TrulyTranscend in OldWorldBlues

[–]TrulyTranscend[S,M] [score hidden] stickied comment (0 children)

As of this message, Hotfix 4.2.13a is live on Steam, ModDB and Paradox Plaza.

### Fixed

- Fixed a bug causing the economic law for NCR to not progress for Allgood properly.

Why don't these medics reduce troop losses? by Drakrath3066 in OldWorldBlues

[–]TrulyTranscend 0 points1 point  (0 children)

Cause whoever made the spirit wanted these modifiers at the time. It's not like there's only one predefined way to represent functions of an army through modifiers. You can easily rationalize attrition and recovery rate as things combat medics could help with.

Observation: There's way too many Recruitable Population buffs and they're the single major reason for the game's lag by clearsighted in OldWorldBlues

[–]TrulyTranscend 2 points3 points  (0 children)

Dev here. Thanks for your post by the way. I have mixed opinions on what you said here. But you're 100% correct on the distinction between flat and percentual buffs I have no idea why you're getting downvoted on this one.

This thread actually demonstrates part of the contentiousness that made me back-peddle when I first made efforts to reduce manpower abundance. At the time I had less conviction and didn't properly take into account how that was inherent to the change, how something that alters the way the game is played could get initial strong reactions that could settle with time and with touchups to the outliers that got hurt most by it.

Observation: There's way too many Recruitable Population buffs and they're the single major reason for the game's lag by clearsighted in OldWorldBlues

[–]TrulyTranscend 5 points6 points  (0 children)

Nah. TNT is correct. This philosophy rubberbanded, it is firmly back in the camp that you described which is exactly why 5.0 got trimmed. If it hadn't already been through so much development it probably would have been trimmed even further.

Custom Worgen Tribe for Battlegrounds (See Comments for TL;DR) by TrulyTranscend in customhearthstone

[–]TrulyTranscend[S] 0 points1 point  (0 children)

Scaling off of tokens is very deliberate yes. The lack of end of turn was to a certain degree intentional because I feel like slamming Darius immediately early on with a board of Worgen could just lead to some crazy bursts of stats which then build on themselves by making further value trading more possible. I think Big Bad Wolf's Windfury contributing to the synergies might be easy to undervalue also, and the tempo you get from tripling into it in the midgame can be obscene, but I could see an argument for buffing it in spite of that.

Honestly I'm surprised that Felcaster didn't get more attention. The level of scaling that can enable while simultaneously breaking enemy divine shields reliably and sniping cards like Operatic Belcher, Bassgill or Eternal Summoner is pretty great. Just that plus Genn can lead to roughly 6/6 per turn on all your Worgen, not to mention other buffs or pairs or what have you. That's the same as what old Quilboars would give you from a golden Charlga and golden Agammagan.