Impossible Creatures

Impossible Creatures

Tellurian Public Beta
19 Comments
the2ndSign  [author] 2 May, 2019 @ 7:31pm 
2) The issue you're having with clicking units is a bizarre one, but I can say with certainty that it's not caused by Tellurian. We simply don't have that level (or any level, really) of access to the game's backend in order to change such a fundamental system. Perhaps you should report this in the IC discussion board, or to THQ Nordic themselves. It seems very frustrating! You should also try verifying files through the game's properties on Steam, if you haven't yet done so.

As an aside, this beta is no longer current, as we have officially released Tellurian 2.6, complete with a new stock animal and model remake. Most of the changes listed here have made it over to the official version, but we'd welcome any further feedback you have over on the Tellurian Workshop page.

I'm sorry this reply wasn't of much help. I hope you're able to resolve these issues!
the2ndSign  [author] 2 May, 2019 @ 7:31pm 
@todd2314: Thanks for your kind words! We're happy that so many people are enjoying Tel, and it's great motivation to keep going.

To address your points:

1) The "Tellurian campaign" has our blessing, but isn't officially affiliated with the mod, hence the "unofficial" in the item's title. You should report issues regarding that item on its respective Workshop page and discussion board.
todd2314 2 May, 2019 @ 7:21pm 
I would have listed things in more detail but comments have to be 1k characters or less ^^; but this is the gist. I honestly only see the game getting better with new additions like tellurian in the future, but technical stuff like what I said previous might take away some of the enjoyment for certain players unused to this way of playing.
todd2314 2 May, 2019 @ 7:19pm 
Given that this is a beta, I can see how there would be things that still need to be worked out, so I'm just going list a few things, most of it is technical stuff, like having to double click to "un-select" a unit and how clicking a new unit adds them to the "selected group", which is highly annoying to get to stop from happening. Honestly, I think the older system, previous patch, would be much better, but that's just me.

The other big thing is the revamped campaign. I'm finding it to be quite impossible to complete with what I can make and have to fight against. I hope this will be addressed, cause with all the new creatures, it looks like it will be quite fun to see.

Besides those 2 things, I have highly enjoyed tellurian, and hope there will be future additions like it to help this old favorite to feel like something new as well.
Confirmation 26 Dec, 2018 @ 11:20am 
This beta is really cool, these AI changes has really made the game more fun thanks alot man
Biggest ella fan 1 Oct, 2018 @ 4:24pm 
:steamfacepalm:
the2ndSign  [author] 1 Oct, 2018 @ 4:07pm 
its exactly the way i envisioned it
Biggest ella fan 1 Oct, 2018 @ 1:42pm 
-- Changelog --
----------------------

----aimain.lua----
- Set initial desired electricity rate to 4, and increased how much the desired rate increases,
making henchmen go for gens quic
the2ndSign  [author] 1 Oct, 2018 @ 12:50pm 
no it didnt
Biggest ella fan 1 Oct, 2018 @ 9:47am 
the description got cut off because of that one glitch
LBFrank 27 Sep, 2018 @ 5:32pm 
Me and Bchamp have been hard at work to improve the game's AI, so we'd appreciate further testing and the feedback that comes from it!
Wisakedjak 15 Dec, 2017 @ 10:57am 
You could use this one as a way to test Tell Changes, and make the current Tell the 'official Tell', kinda like Overwatch does with public beta.
the2ndSign  [author] 11 Dec, 2017 @ 3:41pm 
Added a pretty rough changelog.
Pianoman95 10 Dec, 2017 @ 8:06pm 
That's fair. Also, while I agree with most nerfs to defense, if the genetic amplifier only boosts defense 3 points now, the cost to upgrade should be a lot less. The maximum increase to effective health it can provide is 7.5%, which is for a creature with 57 defense, so it shouldn't cost as much as the health upgrade which provides a flat 20%.
the2ndSign  [author] 10 Dec, 2017 @ 7:56pm 
We have completely rewritten attrcombiner for 2.4 and are trying to avoid special case "band-aid" fixes, which the old attrcombiner was positively infested with. I can say so far that, from our community games on the beta, lioness combinations haven't been common so far. If we see it as an issue, the solution likely won't come in the form of a flat cost increase for lioness range, as such things tend to clutter up attr. and don't cut down to the roots of the issue.
Pianoman95 10 Dec, 2017 @ 7:50pm 
I think Lv III ranged lioness combos still need the cost increase. The cost in 2.3.1 is a bit too much in my opinion, but if you get rid of it entirely in 2.4, Lv III is going to be dominated by lioneels again. I'd recommend trying a halfway point between 2.3.1 and what it currently is in 2.4.
Pianoman95 10 Dec, 2017 @ 3:52pm 
I like the changes a lot! The size changes are appropriate and will be interesting to see what new combinations arise. Most importantly, defense and meatshields got the nerf they needed
the2ndSign  [author] 10 Dec, 2017 @ 10:27am 
Sorry, this was mostly uploaded to have an easier method of distributing the beta to our Discord community. Dunno if I'll bother adding a changelog. We'll definitely have one in the final release though. This beta also doesn't contain the new creature. Sorry. :p
Tritonis 10 Dec, 2017 @ 4:10am 
What did it add exactly ?Ostrich and male lion maybe Kappa