Why were the krill bioweapons removed?

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.
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Tualha
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Joined: Tue Dec 09, 2014 11:46 pm

Why were the krill bioweapons removed?

#1 Post by Tualha » Sat Jun 24, 2017 10:28 am

I noticed a pleasing symmetry in 0.4.6, present since commit e0838e9 (Dec 2015): krakens attack lithics, juggernauts attack robotics, snowflakes attack organics, and krill attack phototrophics, with the most mature forms having the strong weapon and the almost-mature ones having the weak weapon. However, in commit 263dc73 (Nov 2016) the krill bioweapons were removed in favor of fighter bays. Was this discussed? I don’t see anything in the forums where this was decided.

Is there perhaps a plan for a fourth type of nest monster that would attack phototrophics instead? That could be interesting. I think krill made good sense for the monsters that could blot out the sun with their numbers, though.

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MatGB
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Re: Why were the krill bioweapons removed?

#2 Post by MatGB » Sat Jun 24, 2017 12:26 pm

They were always meant to have fighter bays but I may have inadvertently removed the bioweapons. I think I replaced all the weapons they had but should have merely replaced the ranged weapons. There's no balance reason why they can't have both and probably should.
Mat Bowles

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