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#201
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![]() I can access the Relations screen by pressing 'R' (default). If there is a message from an NPC, it will show it. I can then exit the same screen by pressing 'R', but it doesn't remove the blinking 'you have a message' notification and I will still get the NPC message the next time I go to the Relations screen. The only way to remove the message entirely is by hitting the 'done' button at the bottom of the message with a mouse click.
I get messages all the time from NPCs and I just want to double-tap R to get on with the game (or the holy grail of turning off NPC notifications...). Please fix. Assassin skill Death Blow seems like a cool idea, until you realise the poison cloud also hurts you. Please change so it will not damage the player or followers, until then charged strike is infinitely better aoe. Last edited by Throwback : 07-07-2019 at 03:34 AM. |
#202
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![]() What do ancient trees do (I got a message I found one)? How do you know an ancient tree from a regular tree? Also got a message about a magical archway being discovered. Not sure what that did.
Also, it might be cool if, when you are fighting beside a spawned avatar, the avatar could resurrect you if you die by them. Last edited by Castruccio : 07-13-2019 at 11:35 PM. |
#203
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![]() The Text in one of the menus overlaps with the border of the menu in a way that looks sloppy. You may want to shrink the font size so there is no overlap. See attached.
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#204
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![]() Neither of them does anything directly. An ancient tree is generally a holy location and usually has at least one altar near it. Mystic archways can be similar, but not always.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#205
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![]() i've been playing multiplayer lately and i've noticed a few bugs!
the most significant of them so far is where map generation isn't in sync. like... the map my game generates is different than the map the other person connected to my server is on. i'm serving the game in linux (kde neon, which is just ubuntu 18.04 with kde plasma -- if you have an ubuntu install it's functionally the exact same thing) and the person i'm playing with is using windows 7. i'm not sure if it has to do with us using different operating systems -- i don't have access to a windows machine at the moment to rule that out ![]() on some scenarios -- usually smaller ones like battle(?) where there are waves that spawn -- the disparity is the most severe. it happens on larger ones too, but on scenarios like dark orc invasion it seems like it happens less, if at all. when it's happened, areas will have different names and map generation will be totally different -- we'll see each other walk through walls, etc. this is my map for a battle scenario (i forget if it's actually called "battle" -- there are waves of enemies that spawn and you have to survive ~15 minutes): ![]() this is the map the person i was playing with was on instead: ![]() this led to stuff like their reward chest spawning in a wall and teleport traps teleporting them into walls. it was surprisingly playable otherwise, even though we were on different maps haha also, ice pool generation can get out of control sometimes. here's a screenshot of an instance where it dragged the game to a halt (the game was drawing one frame every ~5 seconds for both of us) -- i'll link to it because it's pretty wide: https://i.imgur.com/BJkr8OG.jpg also this one is way more minor, but steelcage (a unique chest plate armor) just looks like the default shirt appearance instead of plate armor. like when i put it on, it looks the same as wearing no armor. it's a shame because it's really good for my character right now and i want to look cool hahah sorry for the big load of bug reports... it's a really great game though and i've been playing it a lot lately! |
#206
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![]() Wow, that's one hell of a crazy bug! Jeez, I can't even imagine the state of the netcode for out-of-sync map generation to occur and actually.... work. O.O. I guess there is just no cross-client verification on anything!
I hope that the problem is as simple as map seeds not being synchronized, but who knows! Good luck on getting that one fixed, looool Last edited by Destro* : 07-22-2019 at 10:08 PM. |
#207
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![]() yeah, i feel kinda bad for reporting it because i have no idea how much work it would take to fix
![]() i just played a raiders scenario in multiplayer for a few hours (it got out of hand and took a while to clean up) and that was synced perfectly, at least! it seems to be mostly the smaller ones -- the scenarios that are like small arenas that spawn waves are basically always out of sync. also from playing multiplayer i had some thoughts for multiplayer QoL improvements! with a lot of summons or npcs around, it's sort of easy to lose track of other players. we end up saying "oh sorry, i thought you were following me" a lot, haha. i was thinking it could be an option to enable an always-on outline around other players -- i'm not sure what color, since they get a green outline when you hover over them. when you go to a gate, it would be nice if it indicated which areas have players in them. like you know how it shows an asterisk when there's a quest in that area? maybe it could show a P if there's a player there. or... this would be kind of a radical change, but it could be nice to have an option to teleport directly to a player from the gate (as if they were a location) like in diablo 3. i'm not sure if it's just how i play, but i seem to have a lot fewer armor scraps than anything else. i tend to have a surplus of grindstones in comparison -- the drop rates might need some tweaking. maybe fewer grindstones, more armor scraps? this is apropos of nothing (and might be too hand-holdy) but i thought that enemies and objects that are quest-relevant could have some sort of small icon (or glyph like an asterisk) floating over them. there might end up being like a hundred of those icons on screen at once, though. multiplayer has been a lot of fun! this game really shines in multiplayer -- the chaos and being unable to pause is pretty entertaining, haha Last edited by hella : 07-23-2019 at 01:15 AM. |
#208
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![]() Do you have a save of one of these maps you could send me?
__________________
Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#209
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![]() sure, here's a zip of a battle map that was out of sync just now -- i wasn't sure if you need the .wld or the .map so i put both in there. it was called Tigerpaw Tangle for me, and the person i've been playing with saw it as Shadowy [something] Tangle -- they don't have a copy of it, but i assume you don't get one if you're just a client
thanks for taking a look at this! sorry for the hassle if it's linux specific -- it's really a fantastic linux port and i deeply appreciate that you maintain it! also, we played a siege scenario that was perfect. the map generation desync seems to happen in "small" maps with timers like battle -- the arena style ones Last edited by hella : 07-23-2019 at 06:08 PM. |
#210
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![]() more bugs -- i'm sorry for the deluge of bug reports, haha :(
on the bright side we've been finding so many bugs because we've been playing it so much! it's been a lot of fun we did a gauntlet scenario in multiplayer where the map goal was to get to level 7 of the dungeon, but we both spawned by a main gate that had level 7 as a teleport location. so we teleported there and beat the scenario basically instantly. i'm not sure what the map was called -- if the map files are helpful for tracking down stuff like this, i'll definitely take notes and keep them around in the future. i'll try another gauntlet scenario asap and see if i can reproduce it. also, unique skills all seem to be fireball. the person i'm playing with is doing mostly summons and got ciglio's skeleton archers and got really excited about it but found out it's just fireball -- it has a fireball mutation, and they tried casting it and everything. they also got greta's healing, which was the same, and i got raven's swarm. ![]() ![]() ![]() and this is super minor and probably isn't even a bug, but it seems like a font is different in linux. skill titles (e.g. Raven's Swarm) on my computer are in a sans serif font, but they're in a serif font in the windows version. there's been some occasional z-fighting in patches on the ground too, but it seems really inconsistent when it happens. it wasn't happening for me much. it might be a known issue already, but the person i'm playing with took a screenshot of one instance ![]() Last edited by hella : 07-23-2019 at 06:30 PM. |
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