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  #121  
Old 04-04-2019, 02:13 PM
Bluddy Bluddy is offline
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Originally Posted by Shadow View Post
That one at least is on purpose. The Zombasite still exists. Mutated are immune to it, but humans are not.
Well, can we please improve the feedback for it? The flashing is so annoying.

* For an infected NPC, flash the icon twice, then leave it on for 20 seconds or so. Repeat. Hopefully this will reduce the annoyance -- the flashing icon just reminds you once in a while.

* For low health, the convention established in modern games is to tint the whole/boundary are of the screen red (rapid alpha modification) when you get hit. No need to do this with every hit, but perhaps for the big ones. See here.

* A massive hit for a big chunk of your HP, even when you're starting with high HP could do the same thing, perhaps in a weaker color.

* Zombasite would be helped by a similar fix with a green tint, as can getting poisoned.
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  #122  
Old 04-05-2019, 08:25 AM
Bluddy Bluddy is offline
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* NPCs in your party seem to gain HP automatically very quickly. Is this intended behavior? It means they're rarely in danger of dying.

* Most town-based scenarios seem to start with far too many vendors in your town. This means your town has automatic protection.

* At the same time, you're alerted of an attack when a monster is very far outside your town walls and not fighting anyone. This alarm is too sensitive.

* Once again I observe that scenarios start without enough active quests aside from the victory ones. This may be a function of low level characters, but this certainly isn't the case in Zombasite, so I don't think that's it.
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  #123  
Old 04-05-2019, 11:10 AM
Bluddy Bluddy is offline
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I now found the anti-flashing option. It's good to have, but I think it should be the default. Even better would be adopting the industry-standard ways of alerting the player to danger that don't irritate as much, as I mentioned above.
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  #124  
Old 04-07-2019, 04:31 PM
Bluddy Bluddy is offline
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* NPC in my party is mutated, but still got Zombasite.

* There's an area of the map that seems inaccessible and has a critical quest. I attached the save. It's the remaining quest, in the west area. Looks like it's walled off and the gate spawned in the wrong place.

* Quests don't seem to be spawning very well. I've been noticing this a lot. Aside from the initial quests, I've gotten a bunch of fanatic appearances and nothing else in an hour and half.

* I've met a rival clan that has an empty town. Not a soul in sight. They still appear as present on the relations screen. They also have the bugged gate.
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  #125  
Old 04-07-2019, 06:17 PM
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* New character, new world. Going south from my town (via the southern door) causes a reproducible crash.
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  #126  
Old 04-08-2019, 04:06 PM
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Shadow Shadow is offline
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Quote:
Originally Posted by Bluddy View Post
* New character, new world. Going south from my town (via the southern door) causes a reproducible crash.
Are you doing anything else specific other than just going through the southern door? So far going through the door and running around south isn't doing anything for me.
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  #127  
Old 04-08-2019, 04:47 PM
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Are you doing anything else specific other than just going through the southern door? So far going through the door and running around south isn't doing anything for me.
Nope. Just went south (assuming north is up) and tried to explore, crashed. Loaded it up again, went south and crashed. I'll try again tonight.
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  #128  
Old 04-08-2019, 04:58 PM
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Originally Posted by Bluddy View Post
Nope. Just went south (assuming north is up) and tried to explore, crashed. Loaded it up again, went south and crashed. I'll try again tonight.
I did just find and fix a crash on a different character, hopefully that's the same one.
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  #129  
Old 04-08-2019, 05:43 PM
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From time to time, when I clicked on a merchant, the game would crash to the desktop. Thank you.
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  #130  
Old 04-09-2019, 02:58 PM
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I want to reiterate a suggestion I made on Steam, which is to look into using PhysX rigid body animation for dead bodies. PhysX 3.4 is open source, btw. This could really work well with the hill system introduced in DL. Creatures could then die randomly either with their regular animation or with rigid-body physics.
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