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"Where were you when the universe ended?"

I Miss the Sunrise is an all-new prequel to 2009's The Reconstruction. Featuring strategic battles, player-created weapons, and unique gameplay around every turn, I Miss the Sunrise is an RPG experience like no other. The full game is available as of July 22nd, 2012.

Version 1.51 released August 12th, 2012.

FEATURES
-No typical HP & MP drudgery. Instead, all battlers have Hull, Systems, and Pilot ratings that serve as both health and fuel for weapons. Reducing any of them to 0 means defeat, so spacefarers beware!
-Create your own pilot. Give 'em a name, then choose your gender, race, and customized personality, all of which determine how you interact with other denizens of the universe.
-Get to know your allies better through dialog interaction and performance in battle. But be careful: some allies may be less receptive to your chosen personality.
-Assemble your own weapons. Use salvaged components to customize and outfit your own weapons, name them whatever you want, and use their blueprint codes to share your creations with other players!
-Fast-paced, strategic turn-based battles reward careful positioning and targeting over brute force. Exploit your enemies' vulnerabilities while covering your own!
-Random exploration maps let you take part in battles and exploration any time you please.
-Customizeable AI lets you determine just how ruthless the enemy can be.

TV Tropes page available here! Spoilers ahoy!

Unofficial Wiki available here! Spoilers here too!

New! Fanfiction!: 1 | 2 (Spoilers, of course!)

Latest Blog

Out with the Old

Happy Nauruan Independence Day, everybody!

For anyone still watching, I've expunged my old site in order to concentrate on my new one (Sungazer Software) full time. Plus, I had a lot of insane rambling from 2009 or so that I didn't want hanging around, so it had to go.

If there were any posts you absolutely cannot live without, or if you object loudly enough, then I could be goaded into having a "greatest hits" archive left intact somewhere. Swayed, even. Until then, though, consider any links to Tilde-One.com to be defunct. (Actually they'll just redirect to the new front page.)

Good night, and keep watching the skis! Uh, skies.

Posts

Deltree
doesn't live here anymore
4556
It should be a greater-than-or-equal-to thing, so if you already had 20 then the next time you get it it will trigger.

Hmm, I can't tell exactly where they should show up. In the next update I will spread them around. It looks like I started off with "tiers" of junk, then abandoned that idea and just started piling everything in, so I might have inadvertently missed that one.

As for part 3:
I didn't want him to be able to spawn seemingly-unlimited bonus items since you can get him so early on. But now that you mention it, I will probably change it to be in line with all the other post-mission reset things.

A question: You said that you lowered the threshold for the "Backstabbed" merit to 20. However, I'm still using the latest beta build, and my record says I have 23 enemy advantages. Does this mean I can never trigger it if I install the new build? Or do you have a contingency for that (i.e. it would trigger the next time I got an enemy advantage or something)?

Also, which splice contains emitter chambers? I've been sniffing around Splice 7 but to no avail. I'm just getting polished cubes and plasmatic bars.

Also also...

I believe you said that Soran resets after every story mission. This seems to be correct as far as I can tell (he seems to reset after bounty hunts as well). I was wondering why you made him non-renewable when every other thing that resets every mission is triggered by random missions as well. It's especially noticeable since it takes so long to get him in the first place, and it's entirely possible to miss him outright. The later you get him, the less use you're going to get out of him. Is there a specific reason you structured him this way?
Deltree
doesn't live here anymore
4556
The latter might be possible; I'd have to scrutinize how I'm handling the resistance factor and if I can make it work with the added effects. Two resistances will be highly unlikely though, since the crafting interface doesn't have that many slots and I don't want to redesign the whole thing.
Hm. Well, I'm sure you'll figure something out.

By the way, a question: The manual says that there are very rare X-types that can have multiple properties. So far, I've seen two of these, and they've both been special items obtained from a code or sidequest. However, in future episodes, will it be possible to gain high-quality X shells or something so that the player can make these double-modules as well? Or perhaps an X shell that can have both a property and a boost?
Deltree
doesn't live here anymore
4556
Well, part of the strategy is the random chance. Certain enemies have higher RT values and swinging at them carelessly with C-type weapons is risking using up health and AP (which is why it tells the chance to hit before you commit to it). You can use a more accurate weapon, or gradually overcome this with more ZoC or a higher critical chain, or more trust/weapon skill/ACC+ added effects ahead of time.

The number does show up red if accuracy happens to be zero, which is hopefully a not-subtle hint. I could say that if the magic die roll ends up within +/-50 points, it's a glancing blow. Then I just have to worry about if I want critical hits to still count (since that's kind of contradictory) or if criticals should get a base accuracy bonus anyway. Or both!
Hm, perhaps they couldn't be used at all if accuracy was dropped to zero? I suppose it's not as simple as I thought, yes...but surely there must be something that will work. If you want a strategically-oriented game, it's very very bad to have a mechanic that forces people to waste a turn based on nothing more than random chance...but you probably already knew that.
Deltree
doesn't live here anymore
4556
I have considered that, but I don't want to eliminate missing entirely since that's one of the trade-offs of C-Type weapons, and if their graze damage was about the same as a regular A-Type shot for instance, then there wouldn't be any incentive to use anything else. Also, since being out-of-range lowers accuracy, I don't want to trivialize that mechanic.

I've also considered an accuracy boost if you're going to hit a weakness.
Yeah, I got the merit alright. It just seems like after that, the variable looped (it's at 33,478 now).

There is one for taking 500,000 damage in total.

Hrm...looks like I have a ways to go then.

I feel kind of lame since i think i can count the number of merits i got on one hand...

Eh, don't feel bad, a lot of them are pretty difficult to find. Though the battle logs help a bunch in that regard.

Oh, and random comment, Deltree: I remember a while back you were thinking about changing the "miss" mechanics so that they weren't as punishing. I remember playing a sci-fi themed RPG-type thing a while ago that had an accuracy stat, but instead of missing entirely, attacks would "graze" for half damage. Perhaps you could do something similar, like an automatic resist (although I think crit-chainers would hate that even more than a miss...).
author=argh
is there a merit for taking 1 million damage, by the way?).


pincushion achievement unlocked

I feel kind of lame since i think i can count the number of merits i got on one hand...
Deltree
doesn't live here anymore
4556
Hmm, that's probably a limitation of the variables themselves. Did the merit at least trigger correctly?

There is one for taking 500,000 damage in total.
I have a bug to report (I think): Once the total amount of damage inflicted passes 1 million, the record in the battle log seems to loop back to zero. This is probably the case with a few other records as well (I imagine the damage sustained record has the exact same problem...is there a merit for taking 1 million damage, by the way?).
Deltree
doesn't live here anymore
4556
:shakefist:

Oh also, the new trivia/character pages look great. I will try to remember to get you those graphics tonight (I was out late last night and then got drunk to watch Terra Nova (which is the only way anyone could watch that show)).
Aaaand a typo. In Luke's first weapon upgrade convo, he says "patience" when I think you meant for him to say "patient".
Deltree
doesn't live here anymore
4556
Yeah, that's possible now. I'll include that for next time.

Also, you're right, as usual! It looks like the check on her skipped a step for some reason (the thresholds are supposed to be 100/200/250). I will have that fixed for the next major update, as I don't feel ready to push out another 150mb download just yet.
Thanks a bunch! I wonder if there's a pattern to those codes or if Deltree did something to make them uncrackable...

Edit: Also, Deltree, now that Typelog fragments are collectible, perhaps it would make sense to prevent players from discovering the same fragments twice? It's kind of disappointing to finally find a fragment and then realize it's one you already have.

Edit edit: Deirdre seems to be a bit buggy. Her battle trust is at 166 currently, but she hasn't given me an opportunity to upgrade her weapon yet. The threshold for the first upgrade seems to be in the 100-120 range for other characters, so I highly doubt that's intentional.
author=argh
By the way, since I suppose this is the intended purpose of the code system: I would like to request a blueprint code for a weapon made with a Superior Contact Shell, a Major Kinetic Base, an Integrated Pilot Type, and a Stop Module (essentially, Grappling Hook Mk. II), if anyone has made that weapon. I have all the components except the Major Kinetic Base, which has been elusive thus far -- and even if I do find one, I'll be giving it to Rami to upgrade his weapon.

Oh, and also, an update for you tropers out there -- I've added a "Trivia" tab to IMTS' page that catalogs all the weapon codes, merits, and Typelog fragments (or will eventually, anyway). If you know any of the ones currently marked as "unknown", feel free to contribute!


Here ya go argh;

I had to name it Grappling Hook*2 because I didn't have enough letters, so without further ado;

587FC40E4MAA4DP41J0UL3

And of course those are zeroes not Os.
By the way, since I suppose this is the intended purpose of the code system: I would like to request a blueprint code for a weapon made with a Superior Contact Shell, a Major Kinetic Base, an Integrated Pilot Type, and a Stop Module (essentially, Grappling Hook Mk. II), if anyone has made that weapon. I have all the components except the Major Kinetic Base, which has been elusive thus far -- and even if I do find one, I'll be giving it to Rami to upgrade his weapon.

Oh, and also, an update for you tropers out there -- I've added a "Trivia" tab to IMTS' page that catalogs all the weapon codes, merits, and Typelog fragments (or will eventually, anyway). If you know any of the ones currently marked as "unknown", feel free to contribute!
chana
(Socrates would certainly not contadict me!)
1584
ok, yes, I was using the up and down arrow...

man, I don't feel stupid...
Deltree
doesn't live here anymore
4556
Edited to remove any potential embarrassment from the eternal well of the internet!

New download is up, but pending - I replaced the old one, and then had a minor panic attack when I thought I had accidentally included an event for debugging so I deleted the download. Turns out I didn't, so it'll be back up soon.
chana
(Socrates would certainly not contadict me!)
1584
The problem with the nodes in the first mission seems to be a real one (going back and forth from the ruins to the one just below), but reading the posts it seems this has been seen, another thing, I can't think I would not have saved after the first mission, but my save is lost?