Quote from: Encode on June 10, 2014, 06:37:52 PM
I can finally get to make them today, and they're so 'cute'. and they now move on their own doing other stuff like colonists. The shoot/melee stats is rather random and are mostly low (3 ) for me.. Oh, and there's also a 'ghost connection point' from where they're built, even after the Mechanoids moved off.
Yay cuteness Their skills are now set at 8 from the start. They're supposed to be effective shooters, but not as effective as a highly-skilled human. Ghost connection point is fixed.
Quote from: Encode on June 10, 2014, 06:37:52 PM
Issue: When they get incapacitated, there's a fizzing thing on them, and never disappears after they get back to full health. Somehow they can be rescued and be put into an unowned bed but the health regen is the same as when they're moving around... Not sure if any of these are intended.
Oh dear, they're supposed to explode instead of being incapacitated. That's been fixed.
Quote from: Encode on June 10, 2014, 06:37:52 PM
Now I'm intrigued to have a new 'race' that's faster moving (than human) mechanized humanoid and great at everything. hehe
Indeed! One of the things I loved most about Dwarf Fortress was how variable dwarves could be, and how you'd get attached to the exceptional ones. Colonists aren't quite as diverse yet; a high-level shooter is still pretty fragile.