Slayerhero90 wrote:i appear to be having a weird issue where if i move far enough into a map, every enemy will disappear. it somewhat seems to be tied to if i've cleared the place out before
so far it's happened the the mushroom girls and the robots in the ruins
my gut says it has to do with the seduction timeout change but i don't know
edit:
bugs:
- the starboard door on the crescent is not usable to leave. i think it was before but i can't do it anymore
- i submitted myself to laurisse and reformed. upon collecting my items, i was now without all my gold but i was able to pick my gold up. however, picking it up did not add it back to my wallet and pressing info on it crashed my game
- the scrollbar in the crafting menu changes color when it passes something you lack the perk to make
I'll be investigating all these issues. especially if my attempt to fix resolve timeouts has had some severe side effects
suggestions:
- a larger designated landing area for each sector the player is intended to be able to land in so ships of any size can land anywhere smaller ships are intended to land, unless a map genuinely has good reason for only being able to fit a smaller ship. i can't land the crescent in the fawnlands. i have to park in the the southern two sectors
- more enemies that stuff worth selling can be obtained from, like, say, armed opponents
- turning perk-unlock research into research that unlocks the ability to craft an injection to grant the perk instead. as it stands, the perks learned of from researching are pretty low priority compared to everything else and end up having to wait until well after they're found to get chosen
- diversify the number of widgets used to craft. it would make the crafting recipes a lot easier-organised and, if there were more widgets than could be put in a ship, then the workshops found in villages could be granted some of these and the otherwise-nigh-useless structures would finally have some merit
1. I did not foresee that players were this allergic to walking and would treat their ship as a fast travel device on the level of zones (rather than necessary travel between planets) the landing screen was added when i made it possible to make the elves hostile so you could relocate the ship. I did not expect players to use it this much, and there's only two designated landing areas in all of nomad..dammath and minyos, anywhere else the game tries to find a spot large enough to accomodate the ship in the zone and plops it down...I don't intend to redesign all zones to accomodate this*..but I am aware some players want this option and I will say I am working on a way.
2. I'd put it on the todolist, but there's no room.
3. I am not sure entirely what you mean? do you mean you want more variety of ship board modules? and how would more ship board modules make the backup crafting benches in villages have merit as I'm not sure what you mean by 'granting' them these modules (i put them in considering some players would trash the one on the shuttle in order to have another module slot for some other purpose). a wooden hut in minyos can't have a ship board module for quite a few reasons. Unless you're wanting some kind of base building mechanic?
questions:
- since you've decided to use pounds and inches for measurement, do you mind if i drop the u from color and armor and shit like that when i'm touching up stuff. just the user-end stuff, none of the references behind the scenes
- how does the game handle multiple reformers?
1. I always figured inches were better for people measurements..at the same time I'm British though so I'm going to keep on spelling things British and a 'misspelling' bugs me. This may lead to edit wars so hold off on the spellings.
2. At the moment, whichever one you synchronized to first on the same planet would have precedence. It keeps a list of which machines you're synch'd to and when seeing if you can reform searches for one on the same 'entity' (ie a planet, ship or station) to reform you at. In future this will be slightly longer ranged and extend to ships within 1 tile of the entity as well. But in general it's in order of which you synch'd with last.
edit: footnote
* Because I'd have to put a 16 x 16 open space in these zones merely to handle ships up to 60x60 interior dimensions. that's...no it'd ruin the feel of all zones and seem artificial.