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-   -   The Feedback Thread (http://www.soldak.com/forums/showthread.php?t=36083)

Tuidjy 10-27-2015 09:05 PM

Then it seems that something s wrong with whatever mechanism allows them to keep the bonus.

I have a luminary right now, I will try to see what makes him lose the bonus.

------------

Well, this was easy. The 'luminary' effect does not save. Every time you quit the game, you lose your current luminaries, I cannot get them back unless you make them miserable.

By the way, potion effects do not save either. although that is a lot less important.

ScrObot 10-27-2015 09:35 PM

Quote:

Originally Posted by Shadow (Post 79254)
They are supposed to just need 100 happiness

Are they supposed to be luminaries the entire time they are 100 happiness or above? Because that's definitely not happening. Many of my clan members are above 100 happiness (including one REALLY happy ranger at 4413) and none are showing the Luminary buff currently.

Tuidjy 10-28-2015 02:28 PM

I know I am starting to sound like a broken record, but can we please get a way to lock an item or even the whole inventory of a clan member? No AI will be ever able to match the player when deciding which item best works with his strategy.

I have some awesome party members, but they insist on replacing extremely powerful items with rarer, more expensive, but ultimately a lot less useful gear. An ego weapon with an insane damage bonus and a ice storm on hit may be worth 30 silvers, but it is way better than many items with half a dozen barely useful bonuses which raise its price into gold.

Shadow 10-28-2015 02:37 PM

Quote:

Originally Posted by Tuidjy (Post 79269)
I know I am starting to sound like a broken record, but can we please get a way to lock an item or even the whole inventory of a clan member?

I will probably add this at some point in time. You guys are just generating ideas/bug lists faster than I can keep up with. :)

Posting the 2 items in question might help also. Maybe their values should be fixed so the game thinks of their value similar to what the players feel.

Oblivion 10-28-2015 02:44 PM

In addition to the replacement based on price, archers with the ability to use daggers and bows seem to always prefer daggers. I have to manually equip them with bows.

PixelLord 10-28-2015 04:28 PM

Quote:

Originally Posted by Oblivion (Post 79271)
In addition to the replacement based on price, archers with the ability to use daggers and bows seem to always prefer daggers. I have to manually equip them with bows.

Strangely, mine seem to always be equipped with bows. Streaky luck?

Tuidjy 10-28-2015 06:00 PM

You know how before, you could not hire summoners with pets? Now the pets attack me, but I cannot fight back. Fortunately, other clans target them, and thus rid me of them.

-----

As for the replacement items, I no longer have the very expensive one that was replacing my fighter's axe, but I just encountered something even stranger: Check this screenshot. Tara does not want a bow that is about 10 times better than what she has. Neither does anyone else, and I have other rangers.

Throwback 10-30-2015 03:26 AM

When I alt-tab out of zombasite and then alt-tab back in, the game reads my cursor as some distance to the right of where it actually is (ie to press buttons I have to move my cursor to the left of the button I am trying to click on). I will try to get a screenshot next time it happens.

Throwback 10-30-2015 09:11 AM

I had a level 20 priest while I was at level 13. Seemed like a bug.

Riposte doesn't walk towards the target when it is available - you have to get in range first. Very annoying.

ScrObot 10-30-2015 07:52 PM

Has anyone unlocked the fifth crafting ingredient yet, the one after Arcane Essence? I've got a level 62 Ranger and salvage things constantly (32k Armor Scraps, 13k Grindstones...) but it's still "unknown".

Tuidjy 10-30-2015 08:55 PM

I had it unlocked in previous versions, but none of my current characters seem to have it.

Throwback 10-30-2015 10:10 PM

I had one bugged quest named Scout. All factions were dead except one and the quest said 'We haven't heard anything from lately. Find out what's going on'. There was no location on the map, I assume it wanted me to check out another faction.

Normal attack in slot one can't be replaced by another skill which is odd since left mouse is normal attack anyway.

NPCs refer to the power of clans I haven't encountered yet.

The fire sound needs fixing, it is way way louder than everything else. Fire throwers are stupid powerful too (might just be gear issues). To me this boils down to the fact that melee characters *have* to take significant damage from poison and fire, but gear drops that make one aspect better without completely ruining something else are very uncommon (eg, poison resist AND defence). Or maybe it's just cause I am using a shield and searching for defence in my quest for a riposte build.

The monster lock-on is far too lenient. I had to fight a group of gigantic named mobs, and it regardless of where on the screen I clicked, I would attack the named mob. It's pretty bad with regular sized mobs too - it's extremely hard to click into empty spaces to reposition.

Shadow 10-30-2015 10:37 PM

Quote:

Originally Posted by Throwback (Post 79329)
The monster lock-on is far too lenient. I had to fight a group of gigantic named mobs, and it regardless of where on the screen I clicked, I would attack the named mob. It's pretty bad with regular sized mobs too - it's extremely hard to click into empty spaces to reposition.

Any particular type of monster?

Throwback 10-31-2015 12:09 AM

Quote:

Originally Posted by Shadow (Post 79330)
Any particular type of monster?

A gigantic lich. All the gigantic mobs are very difficult to not click on though.

Caal 11-02-2015 03:14 PM

Just finished my arch nemesis quest and I don't think I got the quest xp for it. Finished another arch nemesis quest - definitely no xp for it.

Is there an easier way to repair (or socket) my party's equipment than pulling it off them, putting it in my inventory, fixing it, then putting it back on them?

Shadow 11-02-2015 03:21 PM

Quote:

Originally Posted by Caal (Post 79374)
Is there an easier way to repair (or socket) my party's equipment than pulling it off them, putting it in my inventory, fixing it, then putting it back on them?

At least for repairing, you don't need to unequip the item.

Throwback 11-02-2015 03:37 PM

I'm 90% sure the algorithm for NPCs upgrading staves is bugged.

I had 2 staves last night which were clearly better than the initial grey staff my clan member started with - one green one yellow, both with higher DPS and magic damage % than the NPC's staff, not to mention other bonuses - but my NPC didn't want either. I had to equip them manually.

Caal 11-02-2015 05:49 PM

Quote:

Originally Posted by Shadow (Post 79376)
At least for repairing, you don't need to unequip the item.

Maybe I'm not seeing it, but I don't know how to have the crafting screen and the NPC inventory open at the same time. Once I have the armor repair cursor, trying to open any NPC inventory changes the cursor back, and if the NPC inventory is open, I can't access the crafting table.

Shadow 11-02-2015 05:54 PM

Quote:

Originally Posted by Caal (Post 79385)
Maybe I'm not seeing it, but I don't know how to have the crafting screen and the NPC inventory open at the same time. Once I have the armor repair cursor, trying to open any NPC inventory changes the cursor back, and if the NPC inventory is open, I can't access the crafting table.

I'm sorry, I missed the party member part. I don't think there is an easier way.

Throwback 11-04-2015 12:30 AM

I'm starting to hate gates and stairways being an obvious group spawn zone. Teleport deaths into the middle of groups are deadly for a reason and even if I *can* gate away from anything too dangerous: a) I'd prefer not to have to; and b) sometimes I gate away by accident because of how insanely easy it is to click on gates or stairways.

I'd love to see a small area around gates & stairways being designated 'no-spawn' zones, or at least have them with the same spawn coding as everywhere else rather than (what seems to me) a higher chance of large groups spawning there.

Throwback 11-04-2015 01:21 AM

This is ridiculous.

I started the game with 3 curses. Took care of 2, which I'm proud of since I'm melee and *ALL* the curses affect melee really badly.

The 3rd curse is posession of one of my clan. This is where the cure is situated:

0
0 X
0 0 0
B

My Base is B, the zone I need to get to is X. All the zones designated as 0 are zones that DO NOT have passage to zone X or to a zone adjacent to zone X. The minimum number of zones I need to traverse to get to zone X is 6. It is beyond stupid - I'm not having fun, I'm raging.

I would attach a screenshot but apparently the ss the game takes has a file size too big for the forum - if anyone knows a good way to attach, let me know please.

Conclusion: Can we have some guaranteed maximum distances for curses since 90% of my games start with my clan affected by 1 or more. Can you add some curses that affect predominantly casters, since that will dilute the amount of crippling curses melee gets and currently casters don't really care about the curses.

ScrObot 11-04-2015 03:07 AM

Quote:

Originally Posted by Throwback (Post 79414)
I'm starting to hate gates and stairways being an obvious group spawn zone. Teleport deaths into the middle of groups are deadly for a reason and even if I *can* gate away from anything too dangerous: a) I'd prefer not to have to; and b) sometimes I gate away by accident because of how insanely easy it is to click on gates or stairways.

I'd love to see a small area around gates & stairways being designated 'no-spawn' zones, or at least have them with the same spawn coding as everywhere else rather than (what seems to me) a higher chance of large groups spawning there.

I teleported into an ally's town and was met with at least 10 boss monsters hanging out right next to the gate. That... did not end well. :) I resurrected and entered town from the side instead so I could pick them off one at at time or in small groups. But... yeah, that wasn't cool. :)

Nesmo 11-04-2015 05:12 AM

In .904, each attempt an AI makes at a raid generates a new gate, which results in absurd numbers of gates in later rounds. In the second half of the image, an oddly named item was generated.


Also sometimes (about one out of twenty) recruitable NPCs are still having the blank attributes/skills window problem.

ScrObot 11-04-2015 01:20 PM

Quote:

Originally Posted by Nesmo (Post 79417)
Also sometimes (about one out of twenty) recruitable NPCs are still having the blank attributes/skills window problem.

I occasionally see this if I pause before looking at their character sheet. Unpausing makes it load.

Nesmo 11-04-2015 06:39 PM

Oh, that would explain the occurances perfectly, ScrObot

Crisses 11-04-2015 09:32 PM

Mac Bug - "Stay Still Toggle" broken
 
At least on my mac it is.

Default settings with Dvorak keyboard layout chosen.

When I click Control my Character freezes in place. I've gotten unstuck by mucking around some. Happened again today so I went and checked the stay still toggle, to see if I could get Unstuck. And that was strange -- with the stay still toggle turned ON, pressing control allowed my character to move, and if I let go my character froze in place. That's the opposite of a toggle.

The problem I had had where I was standing still with the stay still toggle OFF went away when I un-checked the stay still toggle.

I have a feeling there's a bug there somewhere....

So: everything's OK until I accidentally hit Control (trying to stand still). Then my character stands still and can't move at all. I expect press to stand still, release to resume movement. That's how it used to work.
Then when I check the Stay Still Toggle in the game options, it has the opposite of what should be the normal behavior. I was stuck in place when I went in. Now I have to press to move, and when I let go I'm still stuck.
So I uncheck the Stay Still Toggle and I can move again -- but I don't dare press Control again and get stuck ;)

Professor Paul1290 11-06-2015 07:12 PM

Visibility is a bit better since see-through roofs are back, but it would probably help for it to apply to trees as well since those obstruct the camera a lot in certain areas.

Tuidjy 11-07-2015 01:47 PM

My clan seat is called Bulgar, and my arch enemy's name is Diavol (Дявол) which means devil. Has your RGN picked up a Bulgarian dictionary or something?

Shadow 11-07-2015 01:53 PM

Quote:

Originally Posted by Tuidjy (Post 79461)
My clan seat is called Bulgar, and my arch enemy's name is Diavol (Дявол) which means devil. Has your RGN picked up a Bulgarian dictionary or something?

No, just an interesting coincidence.

Throwback 11-07-2015 04:28 PM

Acid pools are invisible in grasslands or woodlands, they sit underneath the ground cover. Intended or not, it sucks. I notice this most with zombie adders.

FluorescentBlack 11-07-2015 07:18 PM

The AI party members blocking you from moving when not in combat can be frustrating when the pathfinding tries to make you go all the way around something.
Also I would like it if you stand still for a certain ammount of time the AI party members would step towards you and idle next to you so musical equipment is easier.

-Almost 10 characters and I have not found an arch enemy, where are they?

-I have not gotten a reward chest yet and have all wins except an abandon on a blocked map.

-If we get the ability to move attribute points around like in Dins I would like the traits purchased to stay even if we loose the required attribute number. It could make some epic builds and epic money sinks as theres not enough to spent $ on. Perhaps having AI clans always stock some rarer items. They do often enough though and between them and buying food n stuff money can get tight. Buying alliances feels a bit too cheap and the rewards for having them are not that good IMO.

Thats enough for now, Cheers

Crisses 11-07-2015 11:20 PM

A funny thing happened while watching the menu screen
 
I decided to watch a level 4 menu screen for a few minutes. A couple NPC clan people spawned at a health stone, but quickly were mauled by a mob of monsters who then tore each other apart, respawned as zombies and it seemed they all started pooling in my view map.... check out the screenshot....especially the minimap.... I eventually scrolled around found 2 clan Fang lamias and they wandered a little too close to the mob, and were killed. 1 respawned as a zombie.... Not a good day for the menu screen game.

But it makes you wonder if things like that happen in the actual game...or is this something peculiar to the menu screen game? Within 1 minute of game time, a chunk of map was overpopulated with zombies.


Crisses 11-09-2015 05:54 PM

Something should be done with party members & their "hate" of other clan members. For example, at least for non-grudgeholding clansfolk, their hatred should tick down -- maybe slowly -- while apart. So separating troublemakers from the troubled should effectively mend some of the wear-and-tear of living in close quarters. So I end up with a 15 member clan and no one likes anyone. I think the "happy" and "nice" folk got 60s at best with a couple people, many were in the 50s, and those in the 30s with each other were constantly fighting even immediately upon entering town. My party member would run off and start beating on the person they disliked. "Absence makes the heart grow fonder" was not the rule of the day. I even kicked a few people out because of the infighting. It's possible that jugglers and entertainers and food people weren't doing their job, which didn't help run a moderately large town.

And I brought this gang of apathetic loathers with me to the next game? Ugh. lol -- so I started a new game. The 2 people I left behind in town eventually got married. Go figure. Then I started adding more people to town, so who knows what will happen.

Potions of happiness? Potions of sanity? Love Potions? -- something worth putting out there. You'd think there'd be some happy drugs in a world full of grief and misery and magic. Taking disgruntled folk out of the hold (party, hunting, etc.) should even poor relations out towards 50 -- slowly, but "absence makes the heart grow fonder...or grow mold." UNLESS they have resentful traits etc.

Misc Game Problems:

Staff & Wand do not appear to self-allocate through the clan armory dropbox. No matter what. You have to manually assign these items. They also seem reluctant to take a new bow, so that might be broken also. Bows are generally cheaper than melee weapons, this could be a problem when allocating to folk since price is used to determine "better." Perhaps a ranged weapon "premium" to even out? (their items weren't locked, it was a much better item, etc.)

Normal gates say 3 oil things to enchant, but the enchantment doesn't work -- probably because they can't be repaired which includes enchantment -- or it's a bug.

Maybe when you cursor over the area name above the minimap the local quests could be listed?

Crisses 11-09-2015 07:25 PM

Oh, one more thing -- I started a brand new Level 2 character/area, and I had important quests in an area that I couldn't find an entrance to. Thankfully I was a magician, and when the quests in the area piled up, I used points to purchase Teleport & teleported over the wall between areas. I clicked up and down that wall, the wall in the area north of it, and went 3 areas up from my town trying to find a way to get into that area. I don't know how maps are being drawn, but if I still have that game/map, I can send you the file and you can look at it...

ScrObot 11-09-2015 11:24 PM

Quote:

Originally Posted by Crisses (Post 79481)
Normal gates say 3 oil things to enchant, but the enchantment doesn't work -- probably because they can't be repaired which includes enchantment -- or it's a bug.

Arcane Essences (and maybe Orbs of Fortune and Dusts of Destiny, I don't recall) essentially have a "chance" at adding an enchantment... however, nothing happens if it fails, and you don't lose any materials when it fails. When enchanting using Arcane Essences, I just click madly until I'm at the max, typically. (Same with Grindstones/Armor Scraps.)

Arcane Essences should have 100% chance, I consider this a bug. :)

Oils of Purification seem to have 100% chance to remove curses in my experience, so they appear to be working as expected.

Crisses 11-10-2015 06:54 AM

Quote:

Originally Posted by ScrObot (Post 79485)
Arcane Essences (and maybe Orbs of Fortune and Dusts of Destiny, I don't recall) essentially have a "chance" at adding an enchantment... however, nothing happens if it fails, and you don't lose any materials when it fails.

Ok, so then perhaps it's User Error (replace user...).

Tuidjy 11-10-2015 11:33 AM

I hope that all 'rare' crafting materials are left with 100% chance to work. The amount needed should be of course calibrated for balance, but once you have the needed quantity, you should be guaranteed success.

I have gone through 800 armor scraps before upgrading a single piece of armor, due to bad luck. At the rate shards, for example, drop I will never have enough to actually plan on upgrading anything, if there is a chance of failure.

Tuidjy 11-10-2015 03:51 PM

I try to always get an adventuring win, with as many clans alive as possible. When too many of them attacked at once, it is hard to keep track of what is going on - you have to sort through the available quests, which takes a bit of time.

Would it be too hard to see the ongoing attacks on clan seats when we mouse over the "A friend is being attacked!" icon? Something this:

A friend is being attacked!
Sisterhood of Light is attacked by blue screes.
Heart of Gold's town has being infiltrated by Foo the Bar.
The Scourge is being raided by Reptilian Terror.


If that is too hard, can we at least see the local quests when we mouse over the clan seat's gate when at our own gate.

Throwback 11-11-2015 06:43 AM

One of the player's clan layouts puts the lifestone in a spot that is very hard for the player and both party NPCs to reach (it has the wall of a building very close to the stone). In all layouts it is something of a pain getting them to the lifestone - the area around it should be clear so the NPCs don't bug out. To be specific, those barrels are a pain in the arse.

When I want to enchant my weapon, the weapon text obscures the number of crafting materials I have.

Caal 11-11-2015 06:46 AM

Quote:

Originally Posted by Throwback (Post 79500)
One of the player's clan layouts puts the lifestone in a spot that is very hard for the player and both party NPCs to reach (it has the wall of a building very close to the stone). In all layouts it is something of a pain getting them to the lifestone - the area around it should be clear so the NPCs don't bug out.

Definitely agree.


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