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The mouse, yes, I will add an option to adjust the movement speed, ( Day or so ).
Inventory issue, Not sure how to tackle this one, it maybe a resolution thing ? Are you on a particularly xtra wide monitor ?
Getting Cold or hot, This is entirely related to what you are wearing and the levels of the item, your character screen will show you various temperatures and your thermal insulation levels. You can make your own clothing ( armour ) on the workbench for leather and then anvil for iron steel and ornate. You can also find good armour if you increase your perks in the loot category. You can also spend points on the Insulation perks.
You can also increase your warmth by holding a torch in each hand, but this reduces your speed to defend against attackers.
Travelling at night is dangerous, I rarely do this until I get a light bow and an enchanted axe. You have the potions that allow the night to travel by quickly, once you get your cauldron operational and upgraded.
I think playing the game on easy gives you time to learn the mechanics of each device and how you want to orient your base before being engaged by enemies. Playing on hard you may end up with allot of attackers without the means to defend yourself.
Some feedback I will use for this game, However other feedback will go into the next iteration on the game W3. In particular people in the villages, Jobs and interactions with them.
Regardless it hardly lets you see any further, as I read in another thread or guide it was suppose to. If for instance and this is a random number, if it is total or near total darkness as possible and I am holding one torch, I can see let's just say 25 feet in front of me. If I am holding two torches, it might stretch to 28 to 30 feet. I was really expecting a bit more, say 40 or even 50 feet. Again these are random numbers. But the distance certainly did not increase by much. Hardly worth carrying a second torch.
I actually enjoy traveling at night. Perhaps the enemies have not come out in hordes yet? I know I have risked falling into a pit or off a cliff a time or two. I am talking one more step into the abyss type stuff.
Another problem with inventory is that there is a border on the inside of the button that is not clickable. You have to be 75% or more inside the button, to turn on/off a campfire for instance.
From my understanding, my screen size is 15.6 and uses default 1920 x 1080 resolution.
So far I am killing most things with my stone hand axe and bow. I had killed all enemies in the basement that I could find and then I guess a spider either clipped through a wall or respawned, poisoned me and I died instantly or very shortly there after. Other than that, unless I get caught in the corner or just jumped from all sides, they are not very hard. It would be nice to see a bit more realistic movement from them, if not this iteration, at least in the newer one.
So far that is my biggest complaint, minus lack of any towns people or at least in this world. I would assume they would suffer the same fate in movement though. People should also not be fond of you taking their stuff, if caught or if you are trying to sell/trade or wear something of theirs in their presence. Money and seeds are one thing. But unique items or rare pieces of clothing should make them suspicious or weary of you. Being caught in the act, even through a window, that would be a no go. But that opens up a rabbit hole of extra coding.
Birds would be nice and wild dogs. Snakes if not already in the main game some where.
I guess I will invest in the work bench and see how it goes. I was hoping for just some regular clothing options like togas, loin clothes, or medieval britches, and simple tunics etc. just for fashion sake and also warmth. Simple armour should be the next step, that is less about a "clothing" option and more, well, armour. And then of course the better the material and the better your skill, the better the armour and so on and so forth.
Although the enemies should not be able to see me due to walls in the way and I am at a much great height and out of view completely, they can aim perfectly in my direction. I actually had the floor blown out from under me. I do not think they should have known I was standing on that exact spot. Kind of like a person using a cheat code to see through walls in an FPS. Spiders and goblins do it too, so I doubt it is a magical element to the game, just coded that way,
There seems to be no way to pause the game, unless you get out of it completely. If I am in inventory and trying to read up on stats for various things, I could be attacked. Now that can be over looked. But there are times I just want to pause the game and not have to get out completely and then load back in for brief periods of time for any number of reasons. When you hit exit, but not get out entirely, I can still hear things going on, so not sure if the enemy can still get you or not.
Thank you very much for the feedback and for spending the time to play my game, It is very much appreciated.
Torch light distance, The order goes 1 torch, 2 torches and then the best light is the enchanted bow, I set the torch 2 distance as the mid point between the two. I only ever use it in mine shafts where it appears to work better than on the surface ( for me anyway).
Will look at the inventory button border issue.
Spiders can appear very quickly as they have a jump mechanic, If there are a few things going on they can seem to appear rather rapidly.
I'm surprised your getting so far with a hand axe in hard, I'm going to replay a game on hard and check i haven't broken something in a recent update.
(W3 difficulty settings are going to be much more in depth and controllable )
AI can see through walls sometimes, particularity if you have made a noise, To be honest When I take over a house and use it as a base I always double skin the walls ( build another 2-3 block high wall with a small air gap around the building,)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2613643326
I also build a water based survival base for the night time and farming flame goblins, But it sounds like you don't need one of them.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868650197
The enemy animation in this game was my first attempt at bone mechanics for 3D creatures, For W3 I intent to enhance the movement by using soft body physics and expect it to look much better.
More creatures are slated for W3 as well as water based creatures and other water based features.
I am very stubborn and I was playing it like I would in real life, or as much as possible. I was searching, but not looting any thing at first, so I was just repairing my hand axe. Which it seems the more times you repair it, even though being repaired is better, it's usefulness in the long run dwindles. I can accept that.
But when I learned there are no people in the cites and I did begin to loot, I would scrap armour that is made from iron, but all it gives me is animal pelts. Why is it not giving me an iron strip or two? I've done this a few times now and I am not getting any useful material back.
Also I think the Empty Container option could be improved upon. I thought it meant it would simply empty the contents of the container or as much as possible, into one's inventory. But I believe the "G" button does this. So instead of it simply emptying the contents on the ground to pick up, at least a little later before they dematerialize, the entire contents of that container is simply deleted. Sucked the first time I tried it, because it had some valuables in it, thankfully not too valuable. You might want a pop up box when someone clicks the Empty Container button before emptying, warning the player what it does exactly. Imagine having all your most valued treasure in one of those containers and you decide to move the entire contents to another home/container and you delete everything with one button click. The Empty Container button can be useful, but right now I feel it is too dangerous. It just would be better to give that warning that all items will disappear completely, before proceeding.
I tend not to fight much if I can help it. Unless exploring the basements or the occasional enemy on the surface, I really try not to engage in combat. There are a lot of stronger doors my current stone axe wont dent, but I am assuming the next strongest axe will. And I hate to damage the buildings, so I generally refuse to take out a window or stone wall, to simply by pass the door.
After I had mentioned about the enemies not being hard, I had lowered myself down to the ground at night and had to run for my life as the enemies- goblins, undead, fire mages (?), and insects were relentless in my pursuit. Every which way I turned there were more. And they never seem to tire from chasing me. Damn near fell into another pit or off a cliff last night as well, due to only carrying a torch.
I had just and I mean just managed to run for a lake, assuming the fire demons would not try to cross it and found old ruins. I was completely out of stamina at this point. But I made it across slowly, being sure to constantly zig-zag so arrows, spells and jumpy things would not hit me, as I was low on health as well, as freezing and thirsty. And I made it to the ruins and looked back and then saw them trying to cross, as I was fervently trying to break down the wooden door as the morning sun was just about to rise. I said to hell with it and dove under the water to see what was happening and the enemies were drowning. I noticed strange things spinning in circles and I thought they were glitches of the enemies. But apparently they were runes. Some powerful. They were large and some were the shapes as they show in the Inventory window, while others were plain white blocks. I took pictures I can share. Needless to say, that was quite an experience.
I like the map and the fact you can place markers on it. However you can not capitalize anything, that includes the map name. You can also only have fourteen letters as I recall. I know I can shorten things to "supplies", "tunnels", "ruins", etc. But it would be nice to have a bit more room to write with. Also, although this is less important, more options for the markers. A lot of variable X's and +'s, but not much else. Something like a sword icon, an armour icon, harvest or food icon, etc, would be nice to add to it.
It would be great if there was a hardcore mode. The hardest of the bunch. Maybe make everything harder, but you gain EXP faster, I am not sure. You die once and that is game over with no way to return. It would need to be heavily play tested and things balanced I am sure.
I used to play Schiffswrack back in the day. You were always trying to survivie by foraging for food, finding clean water and either finding or building shelter. If your needs were not met rather quickly, in a few days or perhaps even just one, you died. And then you had to start all over again or from a previous save, but if you were that far gone, that save was basically screwed.
The fire demons when they die can spawn really good items. Runes are fantastic for making good levelled items on workbenches and forges etc. you defiantly want to pick them up. I'm not sure what the white blocks were so a screen if you have it would be helpful.
I had not noticed the capitals thing before, Will look at. The other map issues probably will run over to W3, Where i have much more graphical space available.
I Intend allot more modes on W3, With more option when starting a game to adjust so many different game settings. Hard core will defiantly be on the list.
People in the cities seem to be one of the most regular comments about the game, W3 will have people and will replace the use of the Obelisk ( trading items ). Plus creating adventures / objectives / allegiances and so on.
The spinney things seem to be the charms. I have another screen shot as well, although I have not shared that one yet. I will shortly. I believe I am holding the charm in my left hand, so the box is clearly visible and the words on the right of the hot bar should say exactly what the item is.
I appreciate the option for the mouse cursor speed. But is there anyway to make it at least .25 or .10 or even .01? It is still a bit too uncomfortably fast for me.
It would be nice to move or at least reposition the crafting tools like the oven and furnace to our liking. They seem to just plop down any old way and kind of messes with how the rest of the home looks. If not able to move it once placed, at least allow us to turn it to our desired angle of viewing at any time please. Some of us are OCD.
There should be a way to stop a search in a container. Right now even if you start, but see a monster coming, there is no way to stop the search until it concludes. I know there is a way to search faster by upgrades, but I think it would be convenient to simply stop or pause the check if needed, even having to restart the search from scratch if a gameplay mechanic.
Make a sling weapon. Use bullets for it's ammo. Simple rocks (stones) are automatic ammunition. When using the sling, one rock/stone is removed from your inventory. Possibly a little weaker than arrows. Maybe the distance not so long. Maybe make the wind up (swinging over one's head) take a little longer than the draw of an arrow. If not less powerful than an arrow, at least have it a "crushing" weapon, opposed to piercing, if there is such a thing. Some kind of difference, with out purposely making the arrows useless or the sling. You can upgrade your bullets to different materials like iron or steel through crafting them. They will take higher crafting skills, but be deadlier. Also a cool whistling effect when launching the bullets would be nice.
Edit: The reason for the sling could be that it can be done with one hand, literally. So you could potentially hold the sling, reload and fire, while also carrying the torch. You should not be able to carry the torch and at least fire the bow, as it takes two hands, one on the wood part of the bow and the other to draw back the string, while also trying to hold the arrow steady. I know it is a fantasy game, but it could make a better case for the slings. You really only need one hand or the excuse of using the torch hand to "lightly" help in the loading of the sling. That and make the magically lit bow more attractive as well. Also I uploaded the screen shot mentioned above. Apparently they are in the community or screen shot section of the game. Look up "Most Recent".
Moving planted items, I'm going to let that one peculate for a bit.
Stop searching containers, Will do.
Carrying torch whilst using the bow, Yup, I had concerns about this and no solution I though of was practical, I didn't want a fixed light on my body as planting torches is important, I didn't want to put the torch away to load the bow and dim the light even more. I Decided to just live with it. I think for W3 I may switch to crossbows instead.
Make a sling weapon, Yup sounds reasonable, another W3 addition.
Spinney white thing is definitely a rendering bug, when you pick these items up do they also appear incorrectly in your inventory ? This will help me narrow it down between the 3D loot implementation or the actual GPU storage of the graphic.
Maybe not "move" the oven per say, just rotate it. For instance I built a clay oven on top of a roof. It looks like the grayish roof tile, but that is ok. However it looked like a solid block. I went 3/4 of the way around it and I saw nothing special. I had to go all the way around to see the door of the oven. And the door is facing the wall.
But then you open up a can of worms of others wanting to take it a step further and having a grid pop up so you can align it just right, not too close or too far from a wall or corner. People who like crafting games, generally like The Sims or games of that nature. And they generally do the whole grid and rotation thing.
(Edit: Either you added the option or I was just always placing it with my off hand. But having it in your primary hand does give the option to rotate before placing it down. So just ignore all that apparently. Even has a snap on grid kinda sort of... =P Now it is not rotating once placed, but at least you can set it up to your preference before hand.)
If you plan to add crossbows, here or in a future game, please do not remove the bow entirely. It should still have it's uses, especially early game and even into late. And maybe make the crossbow slower to reload, at least the first or second iteration, but being able to carry a torch or even a "lantern" (with a cone of sight, but further reach perhaps?) would be the positive and negative of such a weapon.
I was thinking it would be nice to have fire arrows, if not already something in the game. Have a combustible on the end, place a torch on a wall or on the ground, drag the arrow head already placed in the bow across the top of the lit torch and it then is lit. In fact that could be on way to travel with a lit bow, at least until it either burns out of you shoot it off into the distance. Definitely should provide more damage. Maybe a "burn" effect.
The rendering bug only appears on the 3D model. The Gold Star Charm looks like a Gold Star Charm in inventory. Just when it is out rotating on the ground does it look like a thin piece of paper. I can not vouch for every single charm, but that is the only thing I have seen that has this error.
The weapon and armour upgrades seem to be taking larger chunks at each upgrade, but I assume the gardening will be like the rest, just one or two here and then maybe up to four points. I assume one or two more in game nights of "monster farming" and I will have enough to be capped for all my skills. And the only reason I have not bothered with the gardening or too high for the weapons and armour is because I want to test them and discover the differences and new possible equipment for myself.
If I thought of the trick earlier, I could be even higher in level now. I do not earn points that I am aware of for them drowning. But me just chopping them up in the water is giving me massive XP and as far as the magical fire creatures is concerned, decent treasure. Obviously it helps that I have the XP skill all the way up. I may even try again on Hard and it will be my goal to level as quickly as possible. But you can already see the problem that if I can do this with hardly trying, others can too and it sort of removes a bit of the game from the player. Of course I do not "have" to do this. I could place restrictions to force my self to level more slowly. I did after all decide to play on Hard almost from the start. But at the same time, the game should be the one to enforce such restrictions.
How does one fix it though, or is this not even a problem? Does every one do this? One way to stop such a thing is to not have the monsters at night constantly chase you. If you get far enough away, they stop. Of course at every few meters it seems you encounter a new creature so maybe this would not work.
Don't let them go into the water or to simply not allow for drowning? This could work, but then the player would be royally screwed if caught out at night. Then again at this point, I seem to be screwed every night. I could be on the third floor minding my business and the cursed things seem to be relentlessly pursuing me. It's the main reason I came up with the "monster farming" tactic, as they seriously wont leave me in peace. I have heard to use torches, but again, they are simply a bit too aggressive in my opinion.
Maybe make anything that dies from drowning not able to be carved up and resourced or in the case of the magical fire creatures, drop their enchanted loot? But then it seems like you would have done all that running/swimming and evading for nothing... Maybe make carving up or gathering resources not give so many XP benefits or none at all from "drowned" enemies? Or the drowned just "disappear" on a rather quick timer? Say a few minutes max? That would limit how many you could carve up for XP and resources. You certainly could not really evade the enemy projectiles and carve up the drowned at the same time. Then again I might miss this tactic of Monster Farming as it is... Ehhh...
Drowned creatures give less XP, I like that and will add to the next update.
Fire arrow as the torch, If i keep bows in W3 that sounds good, However another game of mine ( krimzon hoard ), uses a cone light attached to a gun and this produces a much better experience of exploring in the dark ( It also makes shadow mapping in multi player much easier to ).
Also with the cauldron come potions, one of which is 'Bye to the night' which literally makes the night time go much much quicker.
I would imagine that with the stone axe your not going to be able to mine precious materials, But then again you probably don't need them if you get by with a stone axe.
I hope the rendering bug is fixed now and would like to know if you see it again.
The raw meat 3D render is slightly off. One of the edges looks like a long toothpick is sticking out as it rotates. Obviously that is part of the white render like the charms had which you fixed. Also the water edges are pronouced now, like triangles. Where the water touches the land, on the surface of the water an underneath it as well.
Not sure how the torches are supposed to keep monsters at bay. I felt like I had several out in a cave and they would just keep coming. Are the torches supposed to be in close proximity to the player? Or the enemies can still spawn from far out and just walk through the torches to come to you? Or this does not work under ground in the tunnels, possibly at night? Like this is their home, so they spawn regardless?
Does it ever rain in this game? Or on the free map at least? It would be nice if it rained every so often. It really adds to the atmosphere. And if you do decide to add it, obviously let cover- whether it be roofs, mountain over hangs or large trees with leaves block the rain drops. Falling snow would be nice if there are snowy worlds.
Maybe because I know to tweak the visual settings, but it seems to be getting slower more often now. Even at half draw distance. Maybe because I a just aware of it, but since you have been updating, have you by any chance added more layers of code or something? Thank you for all the updates and considerations.
Chicken coops were in the game, You were to drag a chicken and a cockerel to the coop by having seeds in your hand and coaxing them. Once inside you keep it updated with seeds and they produce eggs, if you leave the eggs they produce chicks into the world, these chicks when grown up can go back into the coop and increase the egg rate. ( However I took all this out as I didn't have a suitably nice chicken coop graphic and I was worried about a dense area of allot of AI). I will probably put this back in W3.
If you plant torches down then the areas lite by light will stop a creature spawning, So if you go into a cave you can broadly occupy an area and stop creatures spawning.
There is no rain, It was planned but didn't make it in. Will probably put rain and snow in W3.
Performance, I'm a little concerned about this, Theirs an option in the game config for performance monitor that shows in the top right, the red line indicates GPU stress, Can you let me know if this ever maxes out. I know the game doesn't work well if you have other tasks running in the background.
A shame the other things were taken out or planed, but never implemented, but understandable. I bought the main game, hopefully it will not overwrite the "demo".
How do I read the chart? I do see red popping up, but it is sort of in waves. Not a straight line. A lot of solid green lines. I posted two pics as before. I assume they are under Most Recent under your game.
My lap top is old, and not all that good even when brand new, but it has served it's purpose. Here are my specs-
Windows 10
AMD Radeon(TM) R6
Minimum attributes of your Video Card
Pixel Shader version 5.1
vertex shader version 5.1
AMD A10-8700P Radeon R6, 10 Compute Cores 4C+6G
CPU Speed
1.8 GHz
RAM
8.0 GB
Microsoft Windows 10 (build 14393), 64-bit
Free Disk Space
360.8 GB
AMD High Definition Audio Device
The solid green bars indicate your limited by the CPU rather than the GPU, reducing the block distance will help with this, It may also help to switch the thread mode to serene rather than aggressive. Most players will get occasional green bars when playing, I get them myself depending on spikes in AI activity and the complexity of the occlusion checks, but solid like that is most likely causing frame rate issues.