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Messages - Sami

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1
Development News / Re: Seasonal sales and Kekri customs
« on: Today at 12:49:10 AM »
This is great, I can't wait to see the pictures of you when you put the mask on  :P

Heheheh :D 

2
Development News / Seasonal sales and Kekri customs
« on: October 30, 2020, 11:53:03 AM »
Harvest festival sales are on at Steam and Itch.io -- and in the Far North we do celbrate Kekri.
So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs...

During this festivity period you can grab the game for decent discount on Steam, or from Itch.io.

It's Kekri, not halloween, in the Far North.

Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we.


Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink.
So, what does a decent developer of tradition rich game do to follow the tradition?
Yes. He dresses up as Kekripukki.



We wish you happy and haunting Kekri time, or Halloween - if that suits you better.
Celebrate and participate!



3
Bug reports / Re: Lacking penalty information on setting traps
« on: October 29, 2020, 10:37:30 AM »
In general, penalties do not apply to setting the traps, but penalties do naturally apply to crafting item traps eg. loop snares and paw boards. The game naturally tells you about this, and worse quality item traps are naturally worse in attracting or catching the prey.

In making of trap construction, pits, deadfalls etc., penalties do not apply as you can dig a pit, and set the trunks according to your best trapping knowledge even though your penalties would make the process longer than usual.

However, if you are so seriously injured that you can't function normally, eg. only one hand is usable, then the trap construction outcome may also be worse than normally. In this case the game tells you that things are "slow and difficult to your this-and-that-part being not usable." etc. So, in that sense, the penalty information is shown when it applies to your trapping effort.

4
Bug reports / Re: Dark spot on river
« on: October 29, 2020, 10:17:44 AM »
There is a black tile of water near my settlement. When the waters froze, it became called ice. But no tile graphic, just a black spot.

A save behind the link.

https://www.dropbox.com/s/jhyaqrrk6btls7x/ASLLAT%20%E2%80%93%20kopio.zip?dl=0

Dark matter. :D Very interesting. Checked out the save, and there's some surface cover information related to the spot - but water shouldn't never have that - and that causes visuals to fail. Hmm. Was it always there, even before the waters froze, or did you notice it appearing after some incident etc.?

5
Bug reports / Re: Rest on settlement tile on Wilderness Map
« on: October 29, 2020, 10:07:51 AM »
Ah, indeed! This is very old remnant mechanics which must have had some logic years (or decades) ago, but as the ENTER is the key to zoom in/out there's no purpose for it anymore.
Fixed now, and in the next patch '.' doesn't cause enter checks anymore.
Meanwhile, trying to wait/rest with [-] in short intervals is the best alternative until the next patch is out.

Fixed - persists in 3.63.

6
Development News / The first snow and back from holidays
« on: October 23, 2020, 09:16:19 AM »
Hey, it's been a good two months without a word here at dev. news section, so it's about time to break the silence,  although you may have spotted my slowly increasing presence at the forums bugs section already.
We had the first snow few days ago, so the summer season is evidently ceasing.
See, I went on summer holidays quite late this year, in august, and thought "it's likely autumn, or early winter, before I get back to development chambers again."
Looks like that the time is at hand now.
Hunting bugs has always been a good way to get oriented back into coding, and I guess focus on that will continue for a good while. But yeah, the endless to-do lists also awaiting for us. So let's continue from here, and see where we get by the end of the year.

7
Bug reports / Re: [3.63] Items disappear off an unconscious enemy.
« on: October 14, 2020, 08:54:34 AM »
Like the people already mentioned some data can be lost if the game is shut down, or crashes. There are many save points along the regular gameplay even without manual saving, but they don't cover all the cases.

It's kind of like "I wrote a novel on some text editor, and then shut it down from task manager, and my last chapter just disappeared." So these aren't bugs per se.

We could add more auto-save intervals, but there would always be a gap that's not covered. Or if there wasn't, the gameplay would be awfully slow due constant saving.

8
In the past I always use sliver ring for the sacrifice ritual for forest spirits, the ritual success every time but the ring never get consumed. Last time I change what I use to sacrifice into a sliver chain bracelet and this time it got consumed for 1/3. I guess the sliver ring never get consumed is abnormal then?

Is that's abnormal, and a bug. I got another report about this a while ago.
The issue was related to low weight of silver rings and too rough math rounding. And it's fixed now.

[Fixed - persists in 3.63]

9
Bug reports / Re: [3.63] Ghost-Spruces in the forest
« on: October 12, 2020, 07:56:20 PM »
PSR is available but will not upload because of the tiny restriction for uploads. The part of the msg log is attached.

You can send the save to me by e-mail.

10
Bug reports / Re: [3.61] High CPU usage on GNU/Linux
« on: October 04, 2020, 03:53:30 PM »
So this seems to have been around for few latest versions at least. Luckily I can reproduce this (on Ubuntu), but can't quite pinpoint the reason.
Maybe it's a library thing.  A quick web search brings up some high CPU usage issues related to Nvidia together with SDL2 screen handling, but this requires more investigation.

PS. If there are any Linux players who don't get high CPU usage please drop a note. We can then probably compare setups.

11
Bug reports / Re: 3.50 villagers dying in wells (again)
« on: October 04, 2020, 03:21:40 PM »
Sadly that's not the case, I just drag him out from the well for a better angle of selfie.

Okay, this was good to know. How about did you actually see it happen, or just noticed the body at some point?

12
Bug reports / Re: [3.63] "NUMPAD 0" registering as "0"
« on: October 04, 2020, 03:20:40 PM »
I tried reproducing the bug after I posted the message. I remember this bug from my playtimes but never really bothered to open a topic about it as I thought this was a keyboard issue.

Now as far as my reproducing attemps go, I can't seem to reproduce it really. Maybe the "bug" fixed itself I don't really know. Thanks for checking the code for us though  ;D

Okay, thanks for the follow-up. So this is likely pretty much system/setup/keyboard dependant issue. If it went away for you on its own, that gives some hope for the people who've encountered the issue.

13
Bug reports / Re: 3.50 villagers dying in wells (again)
« on: September 27, 2020, 05:56:59 PM »
It persists in 3.63. Happened seconds ago, foreign trader this time.

It is happening again...

In the first image the trader seems to be still alive...and then he dies not in the pond/well, but next to it. Am I right?
If the drowning occurs, the corpse should be located in the pond/well, so I wonder if this is something different. Did you manage to see it?

14
Got the save and managed to find these sows and cause bleeding injuries on them, and indeed the bloodscapes vanished pretty quickly. The reason was also found, it's because of map data maintenances. There are so many tracks at the area that upon map load (and when data limit is approaching) the game wipes out some markers it considers not-too-important, and in this cases bloodscapes are the kind.
So it's not a bug per se, but just too much data at these maps.

15
Bug reports / Re: [3.63] Info for Mallard shows raven instead
« on: September 27, 2020, 05:46:47 PM »
I suspect what's happening is that if there's no info page for the target, then it sometimes shows the info page for a previous target. In all instances where I can remember, the info screen that is shown has been another animal that I've recently encountered.

Ahaa! This might be the reason indeed. Thanks for the tip, Teellox. I shall try it again.

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