It was brought to my attention that when I said “bigger update” in my last note, some understood that to mean a game update instead of a verbal update on the work I was doing on the ship systems. Apologies for that.
Today was not the day I wanted it to be. I didn’t truly get committed to doing the codework that needed doing until this afternoon, which meant that I was burning hard on that until this late hour (approximately 2am). Needless to say, I don’t find myself with the time I intended to have to discuss ship systems with you all. I’ll still try to cover the big bullet points for you guys. Here:
- This ship system is not the system we were talking about months back. That was more ambitious and, frankly, probably a dev-time sinkhole.
- Ships come with some “fixed” attachments and some free slots that can be left open for more crew space or filled by more guns and upgrades.
- Escape is accomplished by charging up your light drive – this takes one round to charge. Should you take any electrical damage to your armor/hull before escaping, the charge is lost.
- Weapons can be toggled on and off individually. This may be an important part of combat if you rely on high energy weapons or have a ship with weaker energy generation capabilities.
- Ship weapons can fire single shots or bursts of up to four shots.
- I just updated storage capacity to pull storage size from your ship’s stats. It’s still 10s across the board for the Casstech.
- You can choose not to fire any weapons to double your ship’s energy generation for that turn.
- You can choose to evade (and not fire) to gain a 50% evasion boost.
- Dodging/Evasion for ships works differently than for land combat. Evasion still functions as a % miss chance, but the attacking ship’s accuracy is effectively subtracted from it. For example, you could have a ship with 120% evasion, but a craft with +60% accuracy would still hit you 40% of the time.
- Upgrade modules that provide large boosts to one ship attribute are planned, but not yet put together.
- Special modules are planned but not yet put together – modules that allow a once per fight shield restoration or full charge of energy, for example.
- I intend to add ship weapons with “Turret” flags that deal slightly more than double the damage of the normal version – to compensate for the fact that you must have a free crew member to staff them (making it effectively take 2 slots).
Of course, while doing this, a number of other things have gotten cleaned up. For example, shopkeeper busts should still display while you’re viewing their inventory. Penny, Amber, and a few other NPCs have been updated to allow them to be removed from your crew and re-hired. We can’t have you getting stuck on a backwater planet because you have too much crew to fly!
Again, sorry for any confusion (and dashed hopes)! I promise, this stuff is falling into place pretty quickly. Wsan is doing a hard burn to write the smutty parts of the first ship battle, and look forward to getting it in your hands to play with.
<3 Fen
Fen Edit: Y’all might not have noticed, but Gedan authored the above. With that bit of credit out of the way, I wanted to let everyone know that I made some fantastic progress on getting together a basic ship system for you all. Bear in mind that none of this is live yet. Basic ship combat works in 1-on-1 encounters as well as group-on-group fights. Vahn can sell you new weapons to equip, and you can toggle weapon systems on or off each round of combat as your power budget demands. Expect a bigger update tomorrow night (if it’s a slow news day.)

Hey guys, Fenoxo here, back from FWA and clocking some hours on TiTS stuff. Before I get into the nitty gritty a few things. First, CoC2 has a public patch as of yesterday. See the post below.
The panel went well of course. Thank you to everyone who attended! It’s super delightful to actually get to talk to people in person about the weird shit that we do and realize that there are real individuals who are actually interested in how this perverted pie gets baked.
