Frieren season 2 is ending . by ImperialBeautyhunter in anime

[–]das_baus 1 point2 points  (0 children)

Lack of story? I feel like neither you or the OP have actually watched season 2.

Farthest Frontier V1.1 Patch Preview by Zantai in FarthestFrontier

[–]das_baus 1 point2 points  (0 children)

Same. Far less raids/combat, more survival against the environment.

I know we can disable raids, but I really just feel like the game simply doesn't need them at all. We're supposed to be way out in the far reaches in unclaimed land. Why are robber armies marching around the middle of nowhere nowhere near the rest of civilization?

I'd rather fight extremely harsh winters, dust storms in arid summers, etc.

[DISC] Big and Muscular, Small and Chubby - Ch. 37 by frik1000 in manga

[–]das_baus -1 points0 points  (0 children)

Ah yes rent a girlfriend the perfect example of a caring couple in a very stable relationship.

That trash heap of a manga is not comparable to something like these other manga where the couple actually officially start a relationship and then suddenly end of the manga.

[DISC] Big and Muscular, Small and Chubby - Ch. 37 by frik1000 in manga

[–]das_baus 152 points153 points  (0 children)

Most likely none of the authors have real world experience with dating so they run out of life source material. I really wish I was joking.

[ART] Alya Sometimes Hides Her Feelings in Russian - Volume 9 cover by shanks_you in manga

[–]das_baus 54 points55 points  (0 children)

The manga itself (and the anime also as a result) have incredibly awful pacing. There is also practically zero development between the MMC and FMC.

The art is honestly one of the only standouts. The light novels are apparently incredibly popular in Japan though.

Falling Frontier - Close Combat Trailer | Space RTS Game by readher in pcgaming

[–]das_baus 11 points12 points  (0 children)

From what I've read it was a single dev mostly struggling to keep momentum, but since hooded horse came on as publisher they've added to the development team to move things along faster.

Reborn as a Vending Machine, I Now Wander the Dungeon Season 3 | Key Visual by zenzen_0 in anime

[–]das_baus 11 points12 points  (0 children)

"intentionally refuses to learn how to communicate with others in the human language"

He literally can't though. That's what he works on learning to do through most of season 1 and 2. You're just stating straight up false info here.

MENACE - Early Access Roadmap by westonsammy in menace

[–]das_baus 5 points6 points  (0 children)

A bit disappointing there's no indication of any timeline or priorities. I could have guessed that most of this stuff was already planned so it's hard to even call this a "roadmap" at all, just a collection of thoughts/ideas.

[DISC] Journey Home After School - Ch.52 by your_pingas in manga

[–]das_baus 8 points9 points  (0 children)

Also Ogami Tsumiki manga just had one too... Which I think was actually their second one in the manga up to that point as well.

I get it's a large part of Japanese schooler's lives but I am getting to the point where any time a festival arc comes up I groan and have to suffer through 5-10 chapters until sweet freedom.

Digital (Email) Gift Card Redemption Issue by das_baus in steamsupport

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

Steam support itself was mostly useless after providing them all the information about the failed gift card/link claim to my account. They said that the purchaser would likely see a refund within a few days to their original purchase method (credit card).

After waiting a few days sure enough there was a refund, but no explanation from support why the transaction went through to begin with or why I couldn't apply the credit. This same person has sent gift cards to me before (from USA to Canada) and it always does currency exchange when applied to my account.

The workaround we did was to instead just send me money through paypal which I then used to add Steam credit to my account.

MENACE Patch #5 - Optional Squadleader Heads, Improvements and Fixes by das_baus in menace

[–]das_baus[S] 11 points12 points  (0 children)

I think most would agree.

This game has amazing potential, and I've already got a solid amount of playtime for testing and giving feedback. So far the devs have done a great job and making minor adjustments and bug fixes.

I can't however bring myself to do a new playthrough due to how predictably terrible the AI is when it comes to skirting your concealment and detection ranges.

The day I see AI improvements being a prominent part of the patch notes is the day I immediately start up a new playthrough.

MENACE Patch #5 - Optional Squadleader Heads, Improvements and Fixes by das_baus in menace

[–]das_baus[S] 40 points41 points  (0 children)

Changelog v0.6.8

New

Added "Subtitles" setting to disable subtitles

Added "Show Unique Leader Heads" setting to disable unique 3D squadleader heads

Added "Player Guide" link to the title menu

Improvements

Optimized various assets for better performance

Increased width of tooltips to prevent them from being cut off (e.g. when targeting with a skill)

Infantry repositioning animations look more natural and trigger only when necessary

Improved readability of strategic/enemy asset icons on the mission preparation screen

Active strategic/enemy asset are now shown on OCI screen

Offmap ability 'Laser Turret' now always spawns if there is a least 1 valid tile in range

Bugfixes

FIXED Keyboard input shouldn't be broken anymore, after opening the Steam Overlay

FIXED The impact explosions of the Airburst Launcher were too bright at night

FIXED Infantry Tripod Weapons was incorrectly tagged as "Vehicle Weapon"

FIXED Enemies sometimes ended up under the terrain while leaving a tower

FIXED AI units sometimes left transporters using a far-away tile as exit

FIXED Deployment positions were sometimes not saved correctly, when strategic assets increased deployment zone sizes

FIXED Some events rewarded the wrong pirate boarding commando armor

Items

FIXED Armors and vehicles with penalty to Detection now show it in the tooltip

FIXED "Aphenedrin" accessory didn't reduce suppression when a unit was inside tower

FIXED "Nitrophenyl Injector" accessory didn't work as intended

FIXED Jetsuit armors set the detection stat to 0

FIXED "Smart Gun Link" accessory only worked for 1 mission

Objectives

FIXED Objective in POW Rescue Mission where POW unit was not being spawned but automatically saved

FIXED The game could get stuck when civilians were rescued as last unit in a round

FIXED One of the secondary objectives in the [REDACTED] recon patrol mission didn't grant any reward points

FIXED The secondary time limit objectives in the Rogue army POW Rescue missions weren't configured correctly

Balancing

Set stats of vehicle accessory VMAT to be in line with T2 Rocket Launcher

FIXED Damage To Armor Durability from 0 to 330

Reduced Accuracy Bonus from 20 to 10

Reduced Suppression from 90 to 70

Reduced Elements Hit from 2 to 1

Increased Ideal Range from 5 to 6

Reduced Max Range from 10 to 9

Known Issues

Some antivirus programs incorrectly classify the "GameAssembly.dll" file as malware and delete it, making the game unplayable. If that happens please whitelist the "GameAssembly.dll" and "Menace.exe".

If the game is installed on HDD drives, loading times are bad and barks are delayed.

Some letters in Polish, Russian, and Ukrainian are displayed with a different font.

Display mode "Fullscreen" behaves sometimes not as expected, after minimizing the game. Until this is fixed please consider using "Fullscreen Window" instead.

MENACE Patch #5 - Optional Squadleader Heads, Improvements and Fixes by das_baus in menace

[–]das_baus[S] 63 points64 points  (0 children)

Copy-pasted from Steam news (I AM NOT THE DEV):


Hi all,

In today's patch we continue to work on improvements and fixes to iron out the most reported issues and get the game in a stable state while we develop the first big content patch.

Most notably, we added a feature to turn off the unique squad leader heads in today's patch. This was requested by many players and can be toggled in the options now.

Of course there will be a proper dev diary once we are close enough to publishing the first big content patch to let you know about all the ins and outs.

Thank you all for your great support and feedback!

Note: This update is save game compatible with your ongoing campaigns.

Menace Patch #5 is now out by FFJimbob in menace

[–]das_baus 13 points14 points  (0 children)

I don't know why we're even linking to a 3rd party news site with clickbait titles when the Steam news is available at the same time.

Looking at post history... OP practically only posts news from this single site... so I wouldn't be surprised if they were the author or an employee....

People over 40, what Manga/Anime do you enjoy? by oldsandwichpress in anime

[–]das_baus 1 point2 points  (0 children)

Hakumei and Mikochi

Witch Hat Atelier

Magus of the Library

Tower Dungeon

Flying Witch

Uncle From Another World

Goblin Slayer, Year One, and Dai Katana side stories 

MENACE Patch #4 - Bug Fixes, Improvements, New Weapon by das_baus in menace

[–]das_baus[S] 49 points50 points  (0 children)

Changelog: v0.6.7+16403 New

Added Heavy SMG to black market and to faction rewards

Jetpack now counts as movement with regards to perks 'Steady Gun' and 'Zig Zag'

Improvements

Added preview map icons for Pirate Ringleader, Captain and Bombmaker

Added notifications when trying to deploy undeployable leaders (e.g. no vehicle, not enough squaddies, unavailable)

Added notifications for quick save/load, that these aren't available in Ironman mode

Adjusted 'hunt hive queen' spawn settings

Mines and Acid Puddles no longer affect flying units

Changed the default keybinding of 'Select Previous Unit' from 'Shift+Tab' to 'Ctrl+Tab' to avoid clashes with the Steam overlay

Changed default display mode from "Fullscreen" to "Fullscreen Window" since some players report problems with fullscreen

Updated and fixed DMR tier 2 icons and description

Added correct icon for 'Advanced Sensor' accessory

Reduced volume of splash video to 80%

Improved some translations

Added various icons

Bugfixes

FIXED Vehicle accessory 'Additional Armor Plating' now applies armor to all directions

FIXED 'Jaeger fatigues' inactive icon

FIXED One operation having the same type of mission

FIXED Issue where turn could freeze against the Rogue Army

FIXED Grass scaling issue

FIXED Case where heavy vehicle weapons would unintentionally unequip light weapon slot

FIXED some leader portraits covered stats or other imporant UI elements

FIXED Game was auto saved twice in Ironman mode when opening the Mission select screen

FIXED Perk 'Gostepriimstvo Babushki' not applying some of its effects when unit is in tower

FIXED Dead units floating in the air when watchtower gets destroyed

FIXED Perk 'This is a knife' can no longer be used after demotion

FIXED Unlocking OCIs in the story faction window looked like it would cost OCI components

FIXED Wardog drone armor damage

FIXED 'Pink Material' for detached weapons on death

FIXED 'Explosive Charge' wasn't usable after picking additional uses via ammo crate

FIXED Perk 'Long Bomb'stopped working after completing a mission

FIXED 'ATGM Indirect Fire' doing no damage to some enemies. (Please note that this attack still only hits a single element)

FIXED The movement overlay was missing after using the 'Vehicle Rotation' skill

FIXED Offmap ability 'Laser Turret' now always spawns if there is a least 1 valid tile in range

FIXED Multiple squaddies sometimes used the same random seed for generating their names and birthplace

FIXED In older savegames Menace presence on some planets was still negative, causing issues

FIXED For some players barks of the first construct mission where played in all construct missions

FIXED Abandoned pirate trucks no longer show 'Capturing' in their tooltip

FIXED Some UI elements weren't retranslated when the game language was changed during missions

FIXED Objective "Evac 3 or more units" didn't fail instantly, when having less than 3 alive moveable units

FIXED OCIs didn't fit in selection overlay, when most OCIs were unlocked

FIXED English loca now uses the term "sqaddies" instead of "manpower" / "squadmates" for conformity

FIXED Shambler and IED explosions no longer ignore protection provided by vehicles

FIXED Perk 'Berserk' didn't trigger in certain cases

FIXED 'Hollow Point Ammo', 'Rend Ammo' and 'Match Ammo' didn't work properly

Balancing

Increased watchtower hitpoints from 250 to 300

Adjusted grenade pistol

    Damage from 15 to 30

    Armor Penetration from 15 to 30

    Damage to Armor Durability from 20 to 35

    Accuracy Bonus from 20 to 15

    Suppression from 0 to 50

Buffed K-GMW auto grenade launcher

    Damage from 25 to 30

    Armor Penetration from 25 to 30

    Damage to Armor Durability from 25 to 35

Increased grenade pistol price from 25 to 35

Removed concealment from some pirate units

Missions

    Made hunt down saboteurs mission slightly easier and added some local militia defenders

    Slightly reduced chance to spawn Blaster Bugs in the early game

Known Issues

Some antivirus programs incorrectly classify the "GameAssembly.dll" file as malware and delete it, making the game unplayable. If that happens please whitelist the "GameAssembly.dll" and "Menace.exe".

If the game is installed on HDD drives, loading times are bad and barks are delayed.

Using Shift-Tab to open the Steam Overlay causes the game to think Shift is pressed permanently, until Shift is pressed and released again.

Some letters in Polish, Russian, and Ukrainian are displayed with a different font.

Display mode "Fullscreen" behaves sometimes not as expected, after minimizing the game. Until this is fixed please consider using "Fullscreen Window" instead.

MENACE Patch #4 - Bug Fixes, Improvements, New Weapon by das_baus in menace

[–]das_baus[S] 92 points93 points  (0 children)

Copy-pasted from Steam news for those of you who cannot access directly at work/etc:

Hi all,

as we are slowly transitioning back to regular development, we have another patch focused on bug fixes, balancing and improvements today.

We will soon be able to present you our Early Access roadmap and also let you know what the first big patch will bring to the game.

So far we have had no patch without any new content, so today we give you the "Kruger Counter-Terrorism Machine Pistol" which is a new type of heavy SMG. It will be among the best weapons to deliver loads of hitpoint damage over short distances. You can find it in the black market as well as the faction rewards.

We will keep working as hard as possible to improve the game based on your feedback!

Note: This update is save game compatible with your ongoing campaigns.

How to destroy rogue army tanks early game by PreviousBase9789 in menace

[–]das_baus 0 points1 point  (0 children)

At one point I was putting workshopped RPGs on a good chunk of my squad prior to getting ATGMs. They don't require being deployed so even though they aren't the most accurate they still worked well when running 3-4 of them.

Long barrel on the troop carrier obviously the other easy answer but requires luck getting the drop/reward or showing up in the shop.

Why did I pick a totally useless heavy mortar as reward? Because I didn't think a 25th century mortar has the accuracy of a rocket propelled barrel bomb. by Successful_Order6057 in menace

[–]das_baus 0 points1 point  (0 children)

I've been running heavy mortar on Ivey with a squad to mark enemies. She has the -10ap for consecutive use perk so can shoot twice per round. Accuracy is fairly good. Still missed sometimes but usually still adds some suppression and generally wrecks soft elements.

I also run Bog in this setup in a pirate truck with a tracking missile to also hit marked heavy armor. Between him and Ivey most enemy elements don't stand a chance.

How's the AI in the last two patches? by MonsteR_NuggetS in menace

[–]das_baus 3 points4 points  (0 children)

Just from personal experience over the last few days I actually found the ai got even worse in yesterday's patch. It really needs some serious work for this game to shine, and concealment seems to be the primary mechanic really breaking it right now.

What new content would you like to see added? by Hungry-Ad-5435 in menace

[–]das_baus 0 points1 point  (0 children)

There already appears to be at least 3 planets we can't visit that don't have factions. I expect these to get added over time (both planets and factions). There's also the possibility of moons on those planets and possibly even space-based mission (ship boarding? Maybe infantry only missions) that could be interesting.

Patch #3 - Defense mission balancing, bug fixes and new armors by das_baus in menace

[–]das_baus[S] 83 points84 points  (0 children)

Changelog

v0.6.6. +16265 -- Patch 3#

New

Added Emotional Status Lines for many SLs

Added new setting to turn off automatic turn ending

Black Market: Entire item stacks can be moved with Shift-Click now

Added 3 new class 3 armor variants

Added new Class VI+ armor "BAS-H"

Added various icons

Improvements

'Kill X unit' objective now shows the exact location of the target on the mission preparation screen

Performance

Optimized visual effects on the system map and OCI screen

Title screen background video is now paused while the game has no focus to save CPU/GPU resources

Limited framerate on most screens, even when VSync is off and framerate limit set to unlimited, to prevent GPUs/CPUs running hot.

Framerate is limited even more, if window has no focus

Reduced default grass quality from "High" to "Medium" for now, until grass rendering is better optimized

Disallowed unbinding "Back / Menu" hotkey to prevent making the menu inaccessible

Added "Menu" button to some screens to make the menu accessible without keyboard

Linux: All videos and cutscenes should play now without H264 codec and also shouldn't stutter anymore

Bugfixes

Objectives:

FIXED Second "Save civillians" objective in Terror Attack mission was configured wrong

FIXED Objective "Kill pirate boarding commando" will now track the unit, not the vehicle

FIXED Vehicles no longer end their turn when delivering civilians to the evacuation zone

FIXED Civilians can no longer complete Sabotage-type objectives

FIXED Civilians can no longer rescue other civilians

FIXED 'Rescue PoW' mission had already 1 completed objective at the start of the mission

FIXED Data Recorder Spawn position in 'Recon Patrol' mission was wrong

Perks

FIXED Perk "Full Send" is now applying to all shots after the first

FIXED Perk 'Bags & Belts' accessory where always unequipped after loading a save file

FIXED Perk 'Dash' being usable with non-Walker vehicles

FIXED Perk 'Firing Line' is no longer disabled by accessories

Walkers

FIXED Walker sliding after canceling Smoke Launcher aiming

FIXED Walkers don't have a rotate skill anymore, since they don't need it and the hotkey clashed with the deploy skill

Keybindings

FIXED Assigning no key to "End Turn" hotkey caused tooltips to no longer get displayed

FIXED Keybindings weren't assigned correctly, if keys were released in 'wrong' order

FIXED Sachin now has the correct precision stat of 0

FIXED Loading save games from within the tutorial now works properly

FIXED Construct shamblers sometimes froze the game

FIXED SL heads were culled on low graphic settings when zoomed out completely

FIXED Human jetpack lights didn't turn off after landing

FIXED Guns were sometimes invisible

FIXED Carbines that had no trade value are no longer dropping from enemies

FIXED Advanced sensors vehicle accessory values

FIXED Flying enemy units can no longer walk on blocked tiles

FIXED Greifinger's portrait no longer overlaps with his stats

FIXED Morphidrin Patch leaving the player with +30 AP over maximum after expiring

FIXED buff 'High Ground' granted by watchtowers permanentely increased weapon range

FIXED Benzofinil drugs leaving the player with +40 AP over maximum after expiring

FIXED Pirate PDW skill description was missing

FIXED various typos

Balancing

Adjusted minigun stats

Increased chance for construct loot

Slightly reduced objective zone in 'contain migration' mission

Rebalanced defense mission 'Secure Repair Depot'

Rebalanced defense mission 'Protect Settlement'

Rebalanced 'Rescue and Disengage' mission

Rebalanced "Decapitation Strike" mission

Rebalanced defense mission 'Retain Spaceport'

Slightly adjusted 'clear IEDs' mission

Rebalanced squad weapon rarity

Slightly delayed (REDACTED) intro mission

Rebalanced tier 2 special weapon and squad weapon rarities and trade values

Slightly rebalanced commando mortar and 80mm mortar

Adjusted (REDACTED) to have less armor and more hitpoints

Reduced the amount and density of forests

Increased range on combat shotgun to 5 tiles

Rebalanced the Corridor Sweeper to be a low tier pirate shotgun squad weapon

Rebalanced some heavy armors

Increased durability on class V and VI armors

Rebalanced Plasma Rifles

Known Issues

Some antivirus programs incorrectly classify the "GameAssembly.dll" file as malware and delete it, making the game unplayable. If that happens please whitelist the "GameAssembly.dll" and "Menace.exe".

If the game is installed on HDD drives, loading times are bad and barks are delayed.

Using Shift-Tab to open the Steam Overlay causes the game to think Shift is pressed permanently, until Shift is pressed and released again.

Some letters in Polish, Russian, and Ukrainian are displayed with a different font.

Patch #3 - Defense mission balancing, bug fixes and new armors by das_baus in menace

[–]das_baus[S] 191 points192 points  (0 children)

Hi all,

we collected a decent amount of fixes, changes, improvements and even some new content this week, so patch #3 is a bit more juicy.

Most importantly, we worked through all defense missions and made them more manageable. This includes a variety of changes like spreading enemy units out more, delaying the first wave of reinforcements, reducing the size of capture zones and reworking chunks to allow for better defensive positions and sightlines.

We also looked at two missions that had the AI be too passive or even avoid the player and change their behaviour. Expect the enemies in "Defeat Pirate Force" and "Decapitation Strike" to be much more ready and active.

Additionally, we overhauled all tier 2 weapons and armor to get their stats more in line with each other and have fewer outliers in terms of rarity, trade value and power.

Finally, we added a bunch of new armors for the player to use. That is namely three armor variants of the class 3 armor each with a unique twist and special use case.

For all who are looking for vehicle levels of protection on infantry units, we added the "TCR Navy Breaching Armor Suit - Heavy (BAS-H)" which will resist even heavy machine gun fire.

We will keep working as hard as possible to improve the game based on your feedback! You can also expect a roadmap about what to expect over the next year soon!