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[Fixed- persists in 3.62] Resuming Fence building When resuming fence building, the partially built fence doesn't contain the parts, neither are the parts in inventory&ground nearby.

If the construction is resumed with ^Build -- Continue paused process; the 6 stakes and 2x4' tying equipment will be needed again.
If the construction is removed ^Build -- Deconstruct something, the originally required 6 stakes and used tying equipment will be left on the ground. Which can then be used to complete the fence section.
Issue existed in 3.52, still exists in 3.62
Plotinus reported the bug in 3.6B, still persists


March 31, 2020, 03:55:41 AM
1
Wilderness map: visible fires during night So, in daylight we sometimes see animals and humans in the distance, then, why not more so seeing the glow of fires in the evening/night?

Just came to think about this as I left the zoomed in view, where I had a fire lit, and came out to a dark wilderness map.

April 08, 2020, 10:03:37 PM
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The situation and stuff These are challenging times. I hope you are doing okay and healthy.
And I believe the game may serve as a breath of fresh air during the times of isolation.
Also, it's fine to express our thoughts and feelings and experiences about the pandemic on the forums too, if you feel like it.

Finland is locked down too, but things haven't changed all that much for me or Erkka as it's remote countryside life anyway.
The virus affects the daily life nevertheless, and these days portion of my time and energy also goes to assist close elderly people who need help.

The development is being kept on, but I tend to get swamped under feedback simply because people have more time to play the game and I have less time play the developer role. ;) I maybe delayed with replies and reactions, but nevermind - still doing my best to cope with the life and the game.

There is fistful of bugs pending to be fixed, and I've started writing reply marathon to suggestions from the past six months or so. I guess it will be the first reply marathon at the new forums, but it's still several evenings away before I'm done with it. From my own endless to-do pool I've started work on improvements regarding the fire mechanics. There are many little things to adjust and add, but you'll hear more about it when it all starts to shape up.

Take care!

April 11, 2020, 01:13:35 PM
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Re: [Fixed- persists in 3.62] Resuming Fence building Fixed now. It's been around for all too long.

Fixed - persists in 3.62

April 14, 2020, 11:27:16 AM
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Re: New color scheme: UnReal World without shades of gray. This hasn't been suggested before, so my conclusion is that for the vast majority of players it's not urgent at all to change it. Or actually, I'm pretty sure the most players would dearly keep it the way it has been for the past decades.

I made a little test and darkened color scheme looks pretty much ok, but if it gets featured it has to be optional and the current as default. I don't know if Terrarian has left the building already, but in general for suggestions to come alive they have to serve quite a big audience. I'll consider to have this as an option, but a few more "I'd like that as well!" comments would be good for getting started.

April 18, 2020, 01:27:54 PM
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Pause for spacebar when you fall through the ice Had a situation where I wasnt really paying close attention to the game during a local map walk. When I looked at the screen the character had fallen through the ice. Looking at the screen I realized it there were like 7+ tiles of him breaking ice to get out. His original direction being away from the shore this made it all worse.

When a character dies there is a pause for a spacebar press.

The suggestion then is to add that pause for a spacebar press when someone falls through the ice.

This is a highly emotional moment and potentially soon an end game.

April 23, 2020, 03:26:04 AM
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Re: Njerpez War Camps It’d seem that in 3.52-3.62 Njerp camps spawn right outside cultural region, near to characters active area. IIRC, 2.7 or something; the Njerp camps could’ve spawned anywhere. I recall bumping into some just looking for game in “backwoods tiles” (sort of mixture between spruce mire 2/3-3/4 and heathland 1/4-1/3 in current version.
April 25, 2020, 05:40:26 AM
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Re: Flooding
I live near a river and every spring the water level rises quite high, it would flood if we hadn't built such a high bank around it. If it doesn't rain for a while, the water level drops.

It would be interesting if the areas of low elevation collected water after rains and the shores of the rivers changed. It would be dangerous to build your shelter too close to the river if it was raining a lot, you'd have to build on higher ground. Valleys between mountains would also flood suddenly if there was a lot of rain.

It would be interesting if the areas of low elevation collected water after rains and the shores of the rivers changed. It would be dangerous to build your shelter too close to the river if it was raining a lot, you'd have to build on higher ground. Valleys between mountains would also flood suddenly if there was a lot of rain. [/quote]

Spring flooding is usual phenomena in Finland too, and rainstorm related flooding could occur as well. These would be interesting but would require lots of work to implement as water flowing had to be modelled in detail. Maybe we can think this after we (some day) manage to get the rivers really flowing so that it will have in-game effect.

April 28, 2020, 04:04:25 PM
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Re: Make stat/skill increases based on longevity, not on tutorial
I think the tutorial is good for handing out free stuff to new players, but I'd rather see the stat increase happen on your first anniversary or something so that the tutorial isn't something you feel like you have to do if you want to give your character every chance to be awesome. As it is, I just discard any free stuff the game gives me, but that just feels unpleasant.

Game-course completion options are indeed gamey, and we’ll rid of them at some point – leaving only one reals tutorial like course.
Stat increase has been discussed at times, and in theory it that could be added but it had to be based on actual usage of the ability and happen very slowly. We think the stats more like innate qualities  of the character and every character shouldn’t  ever reach max. stats. This brings up a question “But you get stronger by doing physical work!”, and yes you do, but this is already featured by skill increase. The skill increase for example in bow or swords of course requires appropriate muscles to get stronger too. Now it doesn’t reflect in the game with strength attribute increase but strength is very general term. Is it the strength in your back muscles, legs, shoulders?  Sword and bow require different strength, as does the timbercraft and hideworking. The same goes for many attributes.
Are you agile to dodge or agile to climb trees? Base agility helps in both but to train dodging trains different kind of agility than climbing.
So the attributes are more like a generic overall starting point on which you build the physical skills – and the skill increase reflects what you’ve learned and what your body has adapted to. In that sense attribute increase hasn’t ever felt too necessary but if it was added it had to be very, very slow.

April 28, 2020, 04:07:38 PM
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Additional “trophies” It’d be nice if we could get skulls of taken: lynxes, gluttons, wolves.
Get tusks of wild boars. Claws from bears and lynxes, gluttons and badgers.
And maybe even Njerpez’s/human skulls.
“Have skulls, build a grimoire”


And it’d be pretty nice touch if we could apply pair of antlers or a predator skull above the door on our cabins. Or ask for optional “trophy” when building door.

May 07, 2020, 07:38:37 AM
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anything