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Caal 11-11-2015 06:49 AM

There is no difference between rejecting the offer of an item and rejecting a request to declare war. When I rejected a request to declare war, the clan leader said "Great, now I have to keep lugging this thing around".

Also, it would be nice if the Alchemist trait improved your chances of curing a zombie infection with a health potion.

The ability to drag and drop a potion (or anything else) from the skills bar appears to be gone.

CymTyr 11-20-2015 07:32 PM

Impressed
 
Hi Soldak! I've been gone a long time, but I've tried to stay faithful to you. I don't always play your games because to be frank, an hour can go by and I don't even notice, and that's kind of scary :) Scary good, though, for sure.

I just pre purchased Zombasite and I see it still needs some tweaks, but I'm digging the new environments and models, and I think that your work is underrated. Thanks for the tweets with updates, as well.

All in all so far I'm impressed with this game. I can see how good it is and will be once you finish, and I'm glad you're still making games. I will say if you decide to put this one on GOG I will rebuy it there like I did your other games, so keep that in mind.

Keep up the good work, and I like how when I buy your games I never have buyer's remorse ;)

Caal 11-21-2015 06:51 PM

Sometimes when raiding another clan, the gates to their fort cannot be attacked, leaving no way to get in. I don't know if it's connected, but the game tends to crash when this situation occurs, even if I've cancelled the raid.

Caal 11-23-2015 07:08 AM

I'm not getting XP for killing monsters in or near deserted forts.

Sgt TT 11-23-2015 08:06 AM

" The god Herodius has rewarded your Diplomatic Win with crafting items! " ...

However... don't see items :(

jeeplaw 11-23-2015 08:29 AM

Just some feedback..

Yep, hours are passing and it's a good thing. Much to do in the game, and random..love that.

A) food. A hard element to account for when you have a big clan. The only fine tuning I would put there is reducing the actual one hour down to either 15 mins or 30 mins. 60 mins is too long.

B) An easier way to drop an item into the clan bucket to spread around. Drag and drop works, but when your backpack is full, I'd rather the right click on the mouse be for dropping it into the clan bucket than auto/switch equiping on my character. Clan bucket gets a ton more activity than right click auto equipping

C) Need a hearth button, mechanism, besides finding gates!

:cool:

Shadow 11-23-2015 11:37 AM

Quote:

Originally Posted by Sgt TT (Post 79611)
" The god Herodius has rewarded your Diplomatic Win with crafting items! " ...

However... don't see items :(

The crafting items should have gone straight to your crafting item counts. The text should probably tell you what you got though so that it is more clear.

Shadow 11-23-2015 11:39 AM

Quote:

Originally Posted by jeeplaw (Post 79612)
B) An easier way to drop an item into the clan bucket to spread around. Drag and drop works, but when your backpack is full, I'd rather the right click on the mouse be for dropping it into the clan bucket than auto/switch equiping on my character. Clan bucket gets a ton more activity than right click auto equipping

The buy/sell hotkey (defaults to space) when you have the crafting table menu up does what you want.

jeeplaw 11-23-2015 04:50 PM

Quote:

Originally Posted by Shadow (Post 79619)
The buy/sell hotkey (defaults to space) when you have the crafting table menu up does what you want.

True, though I can't remap to right mouse button ;)

acariciar 11-24-2015 01:47 AM

Quote:

Originally Posted by jeeplaw (Post 79612)
A) food. A hard element to account for when you have a big clan. The only fine tuning I would put there is reducing the actual one hour down to either 15 mins or 30 mins. 60 mins is too long.

Food is either insanely easy to get by destroying a clan (~300 food), or impossible to maintain enough even if you can kill and advance very past. There's a wide range of food types, from Cheese and Wine to Quality Chicken and Ale. Alright. The fact that they either give 1 or 2 clan food is somewhat cheap, later on it would be great to see some with values of 3 and 4.

Hunting parties die a lot for me and are def. not a reliable source of food. So getting a logistics win seems like the biggest challenge, by the time you defeat enough clans to get their food, you already have a military win. :D

Throwback 11-24-2015 06:51 AM

Please remove the 'sticky' targeting.

Example: attack a monster, then try to mouse over another mob to see what effects it has - you can't.

Also a lot of the time if you click a new monster your character will keep attacking the same mob. The sticky targeting is a particular problem for something like a gut build (you have to spread the love) or pretty much any build that switches targets often (conjurer, poison-focused rogues).

acariciar 11-24-2015 11:55 AM

The same sticky problem comes with giants. Once they fill the screen, you can't run away or do anything because they capture the cursor.

Castruccio 01-13-2016 11:03 PM

When you get a zombie infection and become poisoned and start losing health per second, is it necessary for the "ouch" sound (the sound of your character getting hurt) to play every single time your health ticks down from poison? What if the sound played for the first 10 times the infection took health, and after that negative health numbers simply displayed above the character's head without the sound.

Castruccio 01-14-2016 11:23 AM

Also, when salvaging or using grindstones etc, it would be nice to be able to right click to exit salvage/repair mode instead of having to click the salvage/repair icon again to change my mouse pointer back to normal. That way I could move things around in my inventory faster. I'd salvage what I needed to, then right click, then have the finger pointer back to arrange my inventory.

Sharpoint 01-18-2016 03:57 AM

Can there please be an option to stop NPCs from making stuff. In my current world I have an NPC that churns out doors at an incredible rate, taking up valuable inventory space.

Also, rather obviously, allow the making of stuff to be enabled and re enabled at will, please.

Forevener 01-18-2016 07:40 AM

Quote:

Originally Posted by Sharpoint (Post 80050)
Can there please be an option to stop NPCs from making stuff. In my current world I have an NPC that churns out doors at an incredible rate, taking up valuable inventory space.

Also, rather obviously, allow the making of stuff to be enabled and re enabled at will, please.

1. Work focus - Rest & Relaxation will stop them from crafting anything (and also disable bonuses)
2. I've suggested to implement special container in player's settlement to receive crafted items from, it could be much nicer.

Throwback 01-22-2016 07:08 AM

I know tuidjy is smashing this game, but I'm really struggling. Particularly playing melee.

Can we get some information about what causes curse? Is it a percentage chance every time you are hit? Or a percentage equal to the life lost when you get hit? I suspect it's implemented in a way that is very hard for defensive-oriented melee characters to avoid.

Also I have no idea how to cure a curse other than a heal pot or a zombie resist pot - both of which I have run out of on my current char (level 2 infected).

Crisses 01-22-2016 08:12 AM

Quote:

Originally Posted by Throwback (Post 80090)
I know tuidjy is smashing this game, but I'm really struggling. Particularly playing melee.

Can we get some information about what causes curse? Is it a percentage chance every time you are hit? Or a percentage equal to the life lost when you get hit? I suspect it's implemented in a way that is very hard for defensive-oriented melee characters to avoid.

Also I have no idea how to cure a curse other than a heal pot or a zombie resist pot - both of which I have run out of on my current char (level 2 infected).

Send people out to forage and in 5 mins you should have more potions.

Go to a lower level area, kill lots of critters, you'll probably get healing potions.

I often do both -- send out a party, go to the same area, kill lots of critters to get food or potions.

Your other hope is wishing wells.... although the effects are random.

Get more items with zombie resistances.

Shadow 01-22-2016 09:04 AM

Quote:

Originally Posted by Throwback (Post 80090)
Can we get some information about what causes curse? Is it a percentage chance every time you are hit? Or a percentage equal to the life lost when you get hit? I suspect it's implemented in a way that is very hard for defensive-oriented melee characters to avoid.

The chance is based on the amount of damage taken from a zombie.

Throwback 01-22-2016 04:31 PM

Quote:

Originally Posted by Shadow (Post 80092)
The chance is based on the amount of damage taken from a zombie.

Amount of damage relative to your health? Relative to your level? Or just flat 'amount of damage'. Because if it's just a flat 'amount of damage', I question how melee characters - ones that don't one-shot everything they see - can survive once the zombie's damage reaches a certain level.

Shadow 01-22-2016 04:37 PM

Quote:

Originally Posted by Throwback (Post 80095)
Amount of damage relative to your health? Relative to your level? Or just flat 'amount of damage'. Because if it's just a flat 'amount of damage', I question how melee characters - ones that don't one-shot everything they see - can survive once the zombie's damage reaches a certain level.

It does take into account your max health also.

Throwback 01-23-2016 03:20 AM

The option to disable dialogue with party members (which prevents misclicking) does not work when adventuring with heroes from other factions.

Sight of monsters in your own town is awesome - it should also apply in the towns of allies, imo.

Throwback 01-23-2016 05:50 PM

Quote:

Originally Posted by Shadow (Post 80096)
It does take into account your max health also.

NB: Quote is in reference to % chance for zombie infection per hit.

This is crucial information for anyone building a melee character. Can you include it in the zombie knowledge or possibly even the manual?

wallacethefmh 02-04-2016 11:21 AM

A few ideas
 
Add a keybind for use potion on player (similar to how F1 - FX will use potion on your party). This would be great because as your level you very quickly outlevel the potion that you have on your hotbar. It is annoying that at some points during leveling I had 5 slots taken up by different levels of health/mana potion for my character.

Some way to disable accidentally clicking on clan members in party during combat and when running around, it interrupts me all the time unintentionally. I personally would rather get the clan member options popup only when clicking on their unit frame (on the left side) instead of clicking on their character in game. I don't know if this is the best solution just an idea.

Controller support?
With hotkeys that do tab-like targeting (like MMOs), I can really see this working in this game. Is it planned? I have not tried using the tab targeting on a melee character though, that might be weird.

Shadow 02-04-2016 05:19 PM

Quote:

Originally Posted by wallacethefmh (Post 80275)
Some way to disable accidentally clicking on clan members in party during combat and when running around, it interrupts me all the time unintentionally. I personally would rather get the clan member options popup only when clicking on their unit frame (on the left side) instead of clicking on their character in game. I don't know if this is the best solution just an idea.

There is an option in the game options to do this.

Throwback 02-06-2016 05:39 AM

I just lost a party member. Teleported home (using gate) while she was poisoned, used the shrine - she just walked around ignoring it, eventually dying to the poison.

I have a permanent 'quest finished' icon for a quest I completed not realising it was related to one of those phantom quests that don't disappear when a crafter who has set a quest dies/is removed from the clan.

Throwback 02-08-2016 05:23 AM

When I die, I often quit the game. This sometimes means I forget where my soulstone is.

Can we have a popup when I mouseover the white mark on the XP bar telling me what map my soulstone is in?

While I'm at it, can you remove the cd on riposte? It makes 0 sense, given that it is in an ARPG where DPS is all that counts (I exaggerate, but seriously DPS > utility every day in ARPGs where, universally, TTK is low), and you have to *accept* being attacked just to use the thing in the first place, not to mention you are for all intents and purposes restricted to 1-handers to get the block.

Roswitha 02-08-2016 09:39 AM

Quote:

Originally Posted by Throwback (Post 80313)
When I die, I often quit the game. This sometimes means I forget where my soulstone is.

Can we have a popup when I mouseover the white mark on the XP bar telling me what map my soulstone is in?

The soulstones disappear when you logout. I can't remember if there's a tooltip that says that, or if I'm remembering from an earlier game.

Throwback 02-10-2016 04:46 AM

I just got raided...that's fine, although raids are a gigantic pain in the arse and no fun for me. I couldn't have prevented it, it was one of the 'nasty' clans who devolved to war on me after about 10 minutes.

The clan I was fighting was listed as level 10, but everyone I fought was level 14.5. Fine, I can still take them (slowly, and with a bit of management to ensure the 2 guys following me don't get swarmed by 10 dark elves...for me this is one of the only parts of the game I don't like, regardless of difficulty). I know the monster level is calculated based on their difficulty But these guys are dropping gear that can only be worn by level 14s (I'm level 13). So I'm a little confused whether they were level 10 reading as 14.5, or level 14.5 which the relations screen listed as level 10.

The other thing is that they had 2 statues (presumably petrified clan members) which a) joined them on the raid; and b) counted towards their clan total. Slowly taking out clan members who are fighting back is one thing, killing statues even more slowly is quite another.

Sharpoint 02-16-2016 01:30 PM

It would be nice if grindstones etc. were highlighted even when the "Hide Crappy Items" option was turned on. I've noticed they were highlighted at lower levels, but now (level 34) they've stopped being highlighted

By highlighted I mean text displayed

Sharpoint 02-21-2016 04:28 PM

When selecting a character, in the options key the only options listed are

HC - Hardcore
U - Unlucky
P - Poverty
SH - Semi hardcore

Unless this is intentional, seeing all of the various options listed in the options key would be great

Fennren 03-04-2016 08:25 AM

the elusive, cunning, Bulliten board.
 
Of all the beta related bugs I've seen, this one is by far the funniest. I just had a long winded conquest interrupted by an assassin spawning in my town and poisoning my members. Now, normally that would be normal, if it wasn't for the fact that the assassin is a Bulletin board sitting right outside my walls, immune to attack or targeting. this rude individual isn't even offering me quests, just death.

vau0807 03-18-2016 10:54 PM

Initial feedback
 
I'm enjoying the game so far. Here are a few gameplay balance issues that I noticed.
  • Food consumed too quickly. Can consumption rate be adjusted, or at least made explicit in the UI?
  • Rival clans destroyed by monsters too easily. On a Small Level 0 map, 2 clans were wiped out before I even met them.
  • Too much loot, too few opportunities to sell it. Vendors die easily. It would be nice to have a town vendor whose only purpose is to buy excess gear at a steep discount.

Maledictus 03-20-2016 10:58 AM

Is it possible to disable/remove the mouse hover text that appears over empty inventory slots? The text obscures other items so it leads to unnecessary mousing when I'm taking a quick look at my items. And the slots are empty, it's pretty clear, I don't think we need to be told this.

sourdust 03-22-2016 07:10 PM

1. When you encounter a random NPC in the wilds, and click to view their stats, you have a button giving you the option to kick them out of your clan. But they haven't joined your clan yet...

2. The various missions having you escort a random NPC from A to B... those NPCs are really fragile. They should be sort of fragile, but right now they're like Humpty Dumpty trying to play ice hockey. They can get single-shotted by many things, and sometimes even die from single traps.

3. I'm finding the various auto-pause / anto-unpause mechanics to be inconsistent and counterintuitive. If I open the "character" window, the game is auto-paused and can't be unpaused, even though sometimes I want to unpause it (eg to see the effect of various skill or equipment changes on my stats.) Conversely, some windows I feel should auto-pause but don't. And closing some windows automatically unpauses, while others don't. I think there's a need for a comprehensive look at all that. Perhaps like this:

(a) anything that brings up a full-screen window, obscuring the entire playing area, automatically pauses and cannot be unpaused while that screen is up. Whatever "pause" status was in effect when the window was called up remains in effect when it is closed. EG, if the game was paused when the window was opened, it remains paused when the window is closed.
(b) anything that brings up a smaller window, so you can still view part of the main playing screen, auto-pauses but can be unpaused. Closing the window has no effect on pause status.

Shadow 03-24-2016 09:42 AM

Quote:

Originally Posted by Maledictus (Post 80744)
Is it possible to disable/remove the mouse hover text that appears over empty inventory slots? The text obscures other items so it leads to unnecessary mousing when I'm taking a quick look at my items. And the slots are empty, it's pretty clear, I don't think we need to be told this.

If you mean the ones in your bags, there is an option. Turn off "Show Simple Tips" in the game options.

MindDefect 03-24-2016 08:35 PM

Also I know you raised the quality created items by clan members a few updates back, but I think most of us agree, they could be created even a bit less often, but more importantly, they should be of even more signifigant quality and/or rarity (better than common/uncommon). I really don't think it could end up being exploited or way too imbalanced.. I just think quality over quanity would be best here.

Would make it so players are more encouraged to put these certain clan members on "work". As it stands, it just seems like members with any of these many "Item creating" skills, can pretty much just be completely ignored, unless someone here can dispute that, and tell me that is part of how they succeed in this game :p

Maybe step this up further so clan members that are much lower than me still make just as good items, that are great for my higher level...but because they are such a lower level, they make items much less often.

Either way, it should almost never be a bother, rather than a cool feature.

Crisses 03-26-2016 10:05 AM

Quote:

Originally Posted by MindDefect (Post 80773)
Either way, it should almost never be a bother, rather than a cool feature.

I agree. I have a chest full of gates, because for a bit there were SO MANY attacks I needed them! But I still pass up a Carpenter character -- why bother? I find gates aplenty in the wild, the Carpenter isn't worth the food I spend on him.

Also these skills can only ever be "level 1" skills. Why not allow them to go from 1-3 signifying the level of objects they can create? Alchemists with level 3 can create health or mana potions, as an example. They RARELY do it, but it pays their rent. Carpenter Level 3 creates an elite door every hour or something -- or 90 minutes. I'd pay food for that.

And don't make it easy for them to raise the level of their crafting skills. You don't go from apprentice to master craftsman overnight. Otherwise, why take up precious slots with these skills?

Tuidjy 03-26-2016 03:48 PM

Quote:

Originally Posted by Crisses (Post 80786)
And don't make it easy for them to raise the level of their crafting skills. You don't go from apprentice to master craftsman overnight. Otherwise, why take up precious slots with these skills?

I like this. You could make skill increases tied to one of the quests that require you to gather materials for an item. I would also leave the existing 'automatically crafted' items as they as, and make every tenth or so crafting quest into a chain quest (multiple stages) that would produce a elite or better item which would be the 'journeyman piece' or the 'master piece' that many guild tradition have. I am sure that if the effort is judged worth it, we can come up with levels for most skills.

Faceless 04-04-2016 11:53 PM

Hello @Shadow. I recently picked up an early access copy of Zombasite. Depths and Din's were fun, but I could never escape a sense of missed potential in how Din's didn't have the surface maps or clans, and in how Depths did not have the deep dungeons. The evolution of Zombasite (no pun intended) combines and refines all the best features of your previous releases, and in doing so fulfills that potential. Thanks for making it.

I have put perhaps 10 hours in so far and have some suggestions and feedback. I see the main strengths of your games in the evolving random events, the fusion of game genre elements (ARPG + clan diplomacy etc), and the variety of settings for game customization. For example, the 'no zombies' and 'no clans' options you added allow a person convert Zombasite into a non-zombie Depths of Peril / Din's Curse 2. Some developers would just say 'it is supposed to be zombie themed' and dismiss the request. You give us options instead. Thank you for that too.

Suggestions:
1) The one mod I immediately sought out for both Depths of Peril and Din's Curse, and the only one I really needed, was the 3 skill tree hybrid mod. I would like to see this for Zombasite as well. I understand there are balance reasons for limiting hybrid to 2 choices as presented, especially with multiplayer available. I would suggest incorporating a permanent XP penalty into the 3 choice hybrid class, 10-25% as you think most fair. This penalty would stack with all other XP penalties from world creation settings. That is a tradeoff I would be happy to accept in exchange for having the option to have this built into the base game and UI. I would call it the Dabbler class, or something similar. Where a base class has a set of related skill trees and the hybrid focuses on only two unrelated skill trees to do well at them, the dabbler spreads himself out too thin on unrelated skill trees and does not learn how to advance his abilities as quickly - that is he price he pays for his flexibility. If the UI addition would be a hassle, perhaps pop up or toggle to a separate screen to make the 3 selections? Popup Dabbler choice interface with 3 choices, choice 1 pops up skill tree menu like for hybrid choice 1, same for 2 and 3, etc.

2) *Edit: deleted question about easier way to donate items to clan members* I saw the tooltip for using spacebar about an hour after I posted this, before it was approved by a moderator. Issue has already been addressed.

3) It is sort of strange to have art for vendor locations in town, such as the armorsmith wardrobe or weaponsmith armory, but so far in my play through it seems like the player never recruits a permanent vendor into the clan. Not having a vendor semi-consistently available to sell items to for coin makes coin seem a bit too hard to earn, despite it still applying to some game aspects like mass identify and respending skill points. Instead, vendors just stand out on the world map in the middle of the apocalypse waiting to die despite shelter being available, and can't be recruited. Would it be possible to add a world creation option to enable merchant and gambler recruitment? I could see it being done like the recruit or 'replace dead vendor' quests you had in your previous games. These quests could be made to be much rarer than they were in Dins Curse and Depths of Peril, and having to go quest to get them is more on theme with the Zombasite post-apocalypse than just starting with them already in town. Having this option available would also synergize with the 'no zombies' and 'no clans' options for those players that want to tweak the settings more towards Depths of Peril 2 than zombie apocalypse. I would suggest an XP penalty might be reasonable if you had an additional option to start with vendors already in town.

4) This may exist already and simply be something I haven't seen yet in my playthroughs, but any chance of seeing some of character elements Depths of Peril, Din's Curse, Kivi's Underworld? Such as say, a lumen clan, or spawns of legendary named story bosses like Ciglio?

5) Fire brigade duty for clan npcs, running back and forth between a well or ice grenade barrel in town and fires in the town map?

Bug Report:
This may be partly due to my settings, but I have a powerful 1 year old gaming rig. Huge world, 8 clans. The arch-nemesis colonize the 3rd floor of a dungeon about 8 screens away from my clan town. I wasn't really leveled enough to push out there, but the sieges started getting so bad that I pushed out of desperation despite being out leveled in that region, dying multiple times until I found the dungeon. By the time I got to it, there were nearly 40 scree uprisings and multiple named quest champion targets on the 3rd floor, with more uprisings generated every 1-2 minutes. As I got into the 1st floor, kills stopped dropping any loot. I was worried the system memory or some kind of cache was maxing out, so I went to save and exit to back out of the game. The save for that world run became corrupted and crashes the game whenever I try to resume it. So, it seems to me there was some kind of infinite loop on generating the uprising events. I'm torn about this - having the game stop dropping loot and corrupting the save for that run is bad, but I also like the idea of this huge army of uprisings snowballing because I can't get out to the area and event keeps evolving. I guess a compromise would be to see about maybe putting an optional toggle in game options or world generation to cap the maximum number of uprisings from one source?

Question: Is there any limit on how deep the dungeons can be? I've see one listed in the quest log that claimed to be as deep as 16 levels, similar to some Din's Curse runs. While it was in my crashed game, knowing that it is possible in combination with the open world map is rather exciting to me.

Thank you for your work, time, and consideration.

-Faceless


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