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[DEVBLOG#303] Replacing gravship artillery

🕑 Added 2025-11-10 13:32:31 +0000 UTC
[DEVBLOG#303] Replacing gravship artillery
[DEVBLOG#303] Replacing gravship artillery

Comments

Daszhmar

Despite the fact that I will get email updates whenever a new post is made, I still come back here and hit refresh multiple times a day. I feel you, man. My own plans for my first VGE are either to load my Odyssey save featuring a solo mechanoid psyker/mechanitor/star captain and spend quite a while rebuilding my ship into the new systems OR Start a fresh game with the theme of SPACE KNIGHTS, using that one mod that adds 'advanced' medieval plate armor. Still undecided on making them mechanoids as well for robot space knights (very Cyberiad) or just enhanced humans (to engage more with the updated life support systems). Or maybe both, the Grandmaster of the space knights being a robot and the rest being whatever I can get my hands on.

Steffen Lewis

The anticipation is literally killing me. I have made three ship designs for each ship type fully mapping out each detail, created a full backstory and ideoligion, and downloaded character editor to hand select pawns to start this run from my original odyssey run that I’m still working on.

Oskar Potocki

It's global, there's no linking range!

Steffen Lewis

I hope the linking range on the guns is long enough that I can make a like security room or something where all my gunners go blasting, then afterwards sit around and have a beer

Oskar Potocki

Yeah!

Oskar Potocki

Oh they fire over walls! And can be under roof too as the turret top generates above it!

Steffen Lewis

Can these turrets fire over walls or must they all be externally mounted?

Charlie Burton

Are you still anticipating a November release?


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