Author Topic: 1.22.3 Feedback  (Read 6335 times)

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Mateusz P-G

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1.22.3 Feedback
« on: August 31, 2012, 08:34:13 AM »
Really like the new Rat gfx, make much more sense size-wise!

I friggin LOVE Ratlings! And Ratling Elders summoning Sewer
rats are PURE WIN! Ratling King is just gorgeous. <3

Changing Skeleton key to Master key is a nice touch, now we
can know for sure its "universal".

The Merchant needs to sell these keys in larger amounts. Now
its really annoying when the player is forced to make another
trip to the Forest for every single key.

These two are something I kept forgetting:
- The enemies don't produce "Miss" message when they miss.
- Shields don't provide "blocks", even tho its stated in the tips.
(tried receiving attacks with different shields from various foes,
never had a "Blocked" floating text or "You block xxx's attack
with your shield" message.

And some new ones (work in progress):
- There's no message about opening the locked door when a
key is used.
- Destroying the door with a weapon seems to always use only
one attack. This is actually a step backwards from when it could
take several attempts. No risk involved now.
- I got nothing from the Rat King, which was a really, really huge
dissapointment. Thing is, he's usually surrounded by some other
enemies, sewage and other stuff that blocks tiles where drops
migh be created. To be honest, all the premade "bosses" should
give their drops straight to players' inventory
just like the Goblin
King, to prevent such sad bullshit from happening. Lost drops from
Lich King lately, the same way and when playing a Wizard. I'm now
officially PISSED!
 >:(
- Portal in Rat King's lair would be a welcome addition.
« Last Edit: August 31, 2012, 10:00:25 AM by Mateusz P-G »
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Thot

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Re: 1.22.3 Feedback
« Reply #1 on: August 31, 2012, 10:07:08 AM »
The new rats are disgusting. Bit it suits them, so this is positive. Let's just say, they are scary.
I usually don't hurt them. But from now on, I can't let them live with such ugly face. :)

So the bugs:
Like I said on Facebook, the game says, it's the 1.22.4th release.

There was a simple 5*5 room with a door at the bottom and pressure plate in the middle, but no darts trap.


According to Mateusz, we should find keys in chests / dropped by humanoids too.

Anyway, great release, lets see that Sewer! :)


(OFF: Mateusz, I was in Krakkow last week. That's a wonderful city! One of my favourites from now on. :) )

yevrowl

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Re: 1.22.3 Feedback
« Reply #2 on: August 31, 2012, 10:16:57 AM »
Changing Skeleton key to Master key is a nice touch, now we can know for sure its "universal".
Why need skeleton key?
=)

Mateusz P-G

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Re: 1.22.3 Feedback
« Reply #3 on: August 31, 2012, 10:54:13 AM »
There was a simple 5*5 room with a door at the bottom and pressure plate in the middle, but no darts trap.

(OFF: Mateusz, I was in Krakkow last week. That's a wonderful city! One of my favourites from now on. :) )

Problem is that the pressure plates look the same as a decorative tile
called simply "tiled floor" and they're mixed up in many rooms (pressure
plates incorrectly serving as a decoration, with no dart traps around).
This happens in most of the Halls of the Goblin King too, and many other
places as well.

Hopefully Bjorn will do something about it and make them more easily
distinguished in the mapper (and fix the rooms already using those).

P.S. Glad you enjoyed Kraków! There's just too much to see in here for
one-weekend trip, tho.
 ;)
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Thot

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Re: 1.22.3 Feedback
« Reply #4 on: August 31, 2012, 05:38:43 PM »
Did I say, the rats are disgusting? I just met with the ratlings... :D

Anyway, my dog is supid. Jumps in lava and every trap what I spot. I just can't get xp from teleport traps, because he depletes it. But at least he almost never die.
So the dog's AI could be better. Even if he will attack the summoned cat from that time. :)

If my stats are too long (at least 3 of them is 2 digits long), I can't read the "HP" on my device at the bottom, when I'm asked if I want an item to Use/Put in backpack. I can live with that, I just noticed.

The pile of gold after inspecting says that I can't use it. But I can use it with the merchant. :)
And why can I use the master key?

The Scroll of Knowledge worth more than 1k gold, but it's not really important.

If I move the cursor over the floor, my messages are saying Floor. It's fine with the wall and brazier too. But it won't work with items on the ground.

Monsters coming from the stairs, even if I can see it. Is it right?

Will there be a lockpick spell?

The monsters can open the locked doors too. They maybe shouldn't. (The wright has big weapon, key or lockpick?)

Mateusz: I got a Barbed Choker from the rat king. Trinklet 4/-1/0/2/+5HP, 9750 gold.

(And I'm sure I'll go back at least once. :) )

Dweller admin

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Re: 1.22.3 Feedback
« Reply #5 on: September 03, 2012, 02:51:31 PM »
Really like the new Rat gfx, make much more sense size-wise!

I friggin LOVE Ratlings! And Ratling Elders summoning Sewer
rats are PURE WIN! Ratling King is just gorgeous. <3

Changing Skeleton key to Master key is a nice touch, now we
can know for sure its "universal".

The Merchant needs to sell these keys in larger amounts. Now
its really annoying when the player is forced to make another
trip to the Forest for every single key.

These two are something I kept forgetting:
- The enemies don't produce "Miss" message when they miss.
- Shields don't provide "blocks", even tho its stated in the tips.
(tried receiving attacks with different shields from various foes,
never had a "Blocked" floating text or "You block xxx's attack
with your shield" message.

And some new ones (work in progress):
- There's no message about opening the locked door when a
key is used.
- Destroying the door with a weapon seems to always use only
one attack. This is actually a step backwards from when it could
take several attempts. No risk involved now.
- I got nothing from the Rat King, which was a really, really huge
dissapointment. Thing is, he's usually surrounded by some other
enemies, sewage and other stuff that blocks tiles where drops
migh be created. To be honest, all the premade "bosses" should
give their drops straight to players' inventory
just like the Goblin
King, to prevent such sad bullshit from happening. Lost drops from
Lich King lately, the same way and when playing a Wizard. I'm now
officially PISSED!
 >:(
- Portal in Rat King's lair would be a welcome addition.

I'm glad you like the new graphics. Oryx was unavailable so I asked Thomas Whetnall (yes, creator of the Black Blade of Whetnall) . Thomas has made a really awesome 8x8 tileset (http://eight2empire.blogspot.se/) and is a skilled artist. There will probably be more stuff from Thomas in future versions of Dweller. BTW, the sewer wall tile was made by Sewerdweller, who has also sent me some other nice graphics, none of which I've used yet, but I might do so when it's time for the next dungeon branch.

More keys: Yes the Merchant will have more keys on sale from now on. Also, I think the Locked Doors should be removed from the list of random doors that can be generated anywhere on the map. Locked Doors should primarily be used for treasure rooms and similar. I'll go though the room designs and change some of them.

Missing Miss messages: You mean the floating text? My thought was that it might get too cluttered with floating text if every miss was added as well. Is it confusing to the player that some messages aren't displayed as floating text?

Missing Block text: I'll have a look

No unlock message: I've added ACTION_UNLOCK_SUCCESS

Destroy door using heavy weapon: Yes, doors currently break on the first attempt. Perhaps I should reintroduce a chance to fail here?

No drop from Rat King: I will add code to make sure that boss drops are prioritized when killed

Portal: Added in next version!

Mateusz P-G

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Re: 1.22.3 Feedback
« Reply #6 on: September 03, 2012, 03:12:37 PM »
More keys: Yes the Merchant will have more keys on sale from now on. Also, I think the Locked Doors should be removed from the list of random doors that can be generated anywhere on the map. Locked Doors should primarily be used for treasure rooms and similar. I'll go though the room designs and change some of them.
While You're at it, please substitute all "Pressure plates" for "Tiled Floor"
in all the rooms which have no dart traps. They look the same but produce
different "standing on" messages which are confusing (half of the Halls of
the Goblin King are covered in Pressure Plates, as are many other rooms).

Missing Block text: I'll have a look

I hope its just an issue of the text and not shields giving no chance to block.
Never had a message about blocking neither a "Blocked" float so far, even
tho they clearly are in the language files.
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Thot

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Re: 1.22.3 Feedback
« Reply #7 on: September 05, 2012, 08:58:53 AM »
I found a trap on the water.
Is this a feature or a bug?

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Re: 1.22.3 Feedback
« Reply #8 on: September 05, 2012, 09:32:31 AM »
I found a trap on the water.
Is this a feature or a bug?
Ugh! That's a bug! Has anyone else come across this?

Mateusz P-G

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Re: 1.22.3 Feedback
« Reply #9 on: September 05, 2012, 12:48:36 PM »
I found a trap on the water.
Is this a feature or a bug?
Ugh! That's a bug! Has anyone else come across this?

Yep. On water, on sand, instead of premade chests.
I thought its something natural to be honest.

Other bugs and stuff:
- Purple Oozes seem to have 100% chance to drop
gold! It's also way more (around 100-120) than Orcs
or Goblins drop (like 70-90).*
- Calvin's Imagination can be assigned to quickslot
(presumably because it has an effect of healing, but
th game doesn't understand its "automatic" and does
not recquire "using").
- Hell Cloak of Florian has a free self-teleport now, For
me that's a bit too much. It makes the book almost
useless. How about adding some HP cost to that? Or
maybe increasing the timer on this teleport so its not
so safe and convenient? Frankly, I don't think the
teleport even matches the item. Should be more like
a Fire Sweep on demand, way more fitting (but again,
not just free fast casting making the book obsolete).
- Rats' and Sewer Rats' graphics should be shifted up
by a couple pixels. Otherwise they're low enough to
almost completely hide below HP+Energy display.
When I have a rat directly above my Wizard I can only
see like the tip of its tail when using normal tiles.

* Made another thread under "Ideas" for that issue:
http://forum.dwellergame.com/index.php?topic=210.0
« Last Edit: September 05, 2012, 12:54:17 PM by Mateusz P-G »
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Watley

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Re: 1.22.3 Feedback
« Reply #10 on: September 06, 2012, 02:36:36 AM »
On the subject of the treasure drops and missing out on items and stuff, i think it would be good if items of same type were to stack. Those bone piles get pretty annoying when they clog up the floors and prevent drops, same with gold. That way there'd be a better chance of getting the boss loot or something useful. 

Mateusz P-G

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Re: 1.22.3 Feedback
« Reply #11 on: September 06, 2012, 10:18:09 AM »
- Wands of Mapping won't work via Look/Target command.
- Lockpicks won't open the locked gates. They also produce
a message about needing a Master Key when used on locked
door, even tho the doors get opened.
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Thot

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Re: 1.22.3 Feedback
« Reply #12 on: September 06, 2012, 01:35:06 PM »
I moved the cursor over a trap, and it said:
"Spike trap (Time x2). Disarm?"

I don't know, what does it mean. I tried to disable it and everything was fine.

Mateusz P-G

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Re: 1.22.3 Feedback
« Reply #13 on: September 06, 2012, 01:45:19 PM »
New Halls of the Goblin King are quite interesting.
At first I thought: lol, so now its a pig's den of the GK, but then
realised these are just fields in front of the "fortress" area.
Anyway, I really liked how these halls are locked and the player
can only chose one point of entry, but I got 3 suggestions:
- The Golden Key just begs for some kind of unique "gatekeeper"
who posseses it. It would recquire some nasty monster similar
to Ratking, which would drop this key to the player's inventory
upon defeat.
- Entry area is a little small, these "guard rooms" are a little bit
barren. They could be somewhat bigger, like some barracks with
separate small armory.
- Lava doesn't mix well with mud tiles, it looks bad. I suggest to
remove it.


@Thot:
This Timex2 means it takes twice as long to move thru this tile.
Same is for water and lava tiles. You basicly use up 2 "turns"
to pass this terrain.

To avoid confusion, in polish version, I've translated this to:
"movement speed /2". Guess Bjorn could make it similar in the
original english text files.
« Last Edit: September 06, 2012, 02:12:08 PM by Mateusz P-G »
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Re: 1.22.3 Feedback
« Reply #14 on: September 07, 2012, 01:20:53 AM »
Thank you for all the feedback! Most of the things mentioned here have been solved for the next release:

http://dweller.lighthouseapp.com/projects/88670-dweller/milestones/current

I've done quite a bit of work on the code that handles quests and need to test this a bit more before I dare to release a new version. Please bear with me for a day or two more!