 Demut Posts: 26
10/15/2014
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A source of infinite money? Uh, yeah, that sounds like a bug :p
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 MatthewtheMagnificent Posts: 62
10/15/2014
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Speaking of bugs, am I the only one who gets stuck in permacombat after engaging the ratbarges, who for some reason aren't lootable, respawn within seconds and are somehow chasing you across the map?
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 IHNIWTR Posts: 346
10/15/2014
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rather obvious, but you cannot make a port report of Varchas. Not implemented, or directly intended?
-- https://www.fallenlondon.com/profile/Daniel%20Vaise
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 Gnardak Posts: 1
10/16/2014
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I've found the steel update to be a bit of a mixed experience. I really like the combat changes and the terror changes in general.
The mixed part is in the game balance.
I started a new game as a poet and it was horribly frustrating. I just couldn't seem to make any progress at all. I only just had enough money a the end of a voyage to pay for a new one and nothing left for upgrades and no leeway for a bit of exploration. And every time I encountered a Pirate Pinnace it'd take me down to 1/3 hull and I'd have to spend money I couldn't really afford on the cheapest repairs I could. I was completely dependent on getting Strategic Information every time out or I couldn't fund the next trip. I couldn't really afford to explore because the budget was so tight so every time the Admiral asked me to get information from somewhere I hadn't discovered that was the end of the line. I ended up saving the game, filling up with fuel and steaming off into the dark to get a general idea of where all the important bits were so I'd have a chance of fulfilling Admiralty requests but that really takes away the fun of exploration which kinda ruins the game. So a really frustrating experience.
Then I started as a veteran with the aim of having a half decent iron score so that when I inevitably died I could carry it over to my next character. But my veteran character didn't die, he made enough profit off of the second or third voyage to buy a forward cannon(the cheapest) and from then on just went around destroying everything and raking in buckets of cash(relatively speaking). Which seems rather too easy.
So for me it seems like the problem with the balance of the game is that you can't afford not to do combat. There's no reward in turning off your lights and sneaking around things so you don't have to fight them. It seems like the balance is such that if you sneak around enemies you just can't make enough money to progress, killing enemies is a necessity because the rewards they give in food and fuel allow you to extend a voyage enough that it becomes profitable and from there it's all plain sailing. But straight out of London you don't have the capability to actually kill anything without taking horrible losses so you end up stuck making no progress at all.
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 IHNIWTR Posts: 346
10/16/2014
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more feedback; again, not necessarily Steel related, but I wanted to make mention of them. 1) While I think a lot of people here would agree the logbook needs an overhaul, I still think there's use for a "ticker" to let the player know certain things, and I think a log is a great concept for it. There is, however, a discrepancy that bothers me - many times the entries in the log appear to have been made "by the captain" - that is, the player character, as they chronicle their voyages: "we are approaching X" or "We have encountered Y". And yet there are also entries there that break this pattern and instead describe things happening to you from the perspective of an invisible third party, a narrator of sorts. If the logbook is to remain, I think this should be addressed. A small issue, in the grand scheme of things, but the incongruity of it takes you out of the experience. 2) I have just discovered, completely by accident, that pressing H blows a horn. Will there be any ingame use for this or is it just some small bit of flavoring? 3) Since you can potentially save the Scarred Sister, I wonder if the interactions you can have with her terminate with what is currently available. Can you develop a more profound relationship with her, as with the rest of your crew, or can you only deposit her in some port and wave her goodbye, as it were?
-- https://www.fallenlondon.com/profile/Daniel%20Vaise
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 lady ciel Posts: 2548
10/16/2014
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Has anyone played to the end of the Merchant Venturer's story. [spoiler] I didn't have the hold space and was a bit worried about where he wants to go anyway[/spoiler]
-- ciel
Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.
No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.
storynexus name - reveurciel
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 Spacemarine9 Posts: 2234
10/16/2014
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It's not actually all that much of a bad idea. [spoiler]I mean, you don't suffer any negative consequence for bringing him along, and you get something neat as hell if you go along for the ride. Something which can be passed down to all your future characters! And I'm not being all Seekersy Hooray The North is Wonderful And Good And Nothing Bad Happens There; it's honestly not all that unpleasant and is in fact a really interesting ending. At least, ah, not all that unpleasant at first, but it doesn't send you screaming to some godawful mr eaten hell[/spoiler] edited by Spacemarine9 on 10/16/2014
-- my rats will blot out the sun Ratgames FL lore/mechanics questions and answers #FallenLondon IRC (irc.synirc.net) Channel! Click to join via Mibbit. #SunlessSea IRC channel! Like the above, but zee-ier.
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 lady ciel Posts: 2548
10/16/2014
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Next time then
-- ciel
Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.
No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.
storynexus name - reveurciel
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 IHNIWTR Posts: 346
10/17/2014
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even more feedback: I feel Blue Scintillack is far too underpowered in combat, considering how rare and valuable it is. Definitely requires an upgrade - maybe in addition to immediately filling up the firing solutions, it will also stop enemies in their tracks (blinding them?) and/or cause a bit of damage?
-- https://www.fallenlondon.com/profile/Daniel%20Vaise
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 organicmcgee Posts: 59
10/17/2014
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In other news, Varchas is awesome!
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 SouthSea Rutherby Posts: 224
10/17/2014
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MatthewtheMagnificent wrote:
Speaking of bugs, am I the only one who gets stuck in permacombat after engaging the ratbarges, who for some reason aren't lootable, respawn within seconds and are somehow chasing you across the map?
I had the same problem with "crack pirates" at one point -- it got to the point where I was using the un-lootable remains to block off certain parts of the Zee to bottleneck oncoming attackers -- and I did make an interesting observation. Firstly, enemy ships literally spawn as they are destroyed in these areas -- you can see them spawn on the visible map's edges as other ships explode. More importantly, however, I have determined that it is not the new ship that has you locked in "permacombat" as you put it -- in fact, oftentimes the NEW ships don't even see you. Normally, once you destroy an enemy ship it is no longer a valid target, but the illumination levels remain active and if you fire more shots, they go to the old target, not the new one. I suspect the "permacombat" is not a result of the newly spawning ships, but of the system not realizing that the previous target has been destroyed...
-- Now the proud captain of Mr. Eaten's Revenge
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 Carol Liddle Posts: 18
10/18/2014
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So far the experience has been enjoyable. I like how I have to balance my terror and consider where I fight my enemies and how. But being unable to evade enemy ship damage is rather annoying.
A nicely timed evasive manoeuvres which are dependent on your veils would be cool. Spawn rates seem quite reasonable. Wouldn't want to be battling constant monsters and ships. The new terror rate is reasonable as a result of the new combat system as well. Terror is now manageable. edited by Carol Liddle on 10/18/2014
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+1
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 Shalcker Posts: 1
10/18/2014
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Want to point out minor bug with Wisp-Ways at Mangrove College - on successful Veils check (ants) you're booted out of expedition, while on unsuccessful your expedition continues without any losses with description that suggests that you should lose one crew.
...obviously removing engine helps to fail here.
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 censor Posts: 13
10/18/2014
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Please, take the old battle system back.
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 Andrea Serafini Posts: 169
10/18/2014
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1) Blemmigans & Mangrove college:
- i see no option for releasing a blemmigan in Mangrove College (unless some bizarre characteristic is needed). - However, one of the "scenes" of the exploration (the one in which you encounter a little fort, i believe), checks if "Propagation: Mangrove College" is 0.
Is there some other ways to put blemmigans in the island?
2) Blemmigans and Pirate monks:
When you release blemmigans in the Godfall, there is no counter "Propagation: Godfall"
I am not sure whether this one is a feature (it makes sense to have blemmigans lost in the subterranean not "infestate" the island), but it seems strange to me, since in all other island you can just have a single blemmigan abroad.
-- Mizr Edlaine Saphburgh, the Prothean Neologist Per aspera, sic itur ad astra (i.e. I'd really love to patron new and seasoned Londoneers, or help them in any other way possible.
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 Ashe Posts: 6
10/20/2014
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Thoroughly enjoying the game. Dived into the world just before the combat updates, so I managed to see it in both forms. Definitely preferring the latter.
I found it tricky to begin with, but that's to be expected - I soon learned that sneaking up on anything unpleasant with my lights off was the way to go, allowing me a key shot or two before retaliation. edited by Ashe on 10/20/2014
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 SouthSea Rutherby Posts: 224
10/21/2014
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censor wrote:
Please, take the old battle system back.
You have to acknowledge just how many people would complain if they brought back the old system. Personally, I think the new system has more potential -- it just needs more options -- and perhaps more stat influence (iron affects damage, but hearts should also reduce it, etc). edited by SouthSea Rutherby on 10/21/2014
-- Now the proud captain of Mr. Eaten's Revenge
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 Avian Overlord Posts: 62
10/21/2014
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I think terror needs its bite back. Right now the Zee is way, way too safe. The terror reduction also makes monsters less of a threat. If you can't kill it in one volley, turn off the lights. This is literally the only thing you need to know right now. Perhaps more nuanced detection would help? i.e. let monsters detect you if you ram them.
-- The Principled Dectective-http://fallenlondon.storynexus.com/Profile/Corvidae Open for social actions of all sorts.
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 KatarinaNavane Posts: 462
10/22/2014
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I greatly like the new combat system, although I did encounter the glitch where after fighting a lifeberg, I am locked in combat and can't flee because it says I'm being chased, and thusly can't loot the corpse. Also, I haven't played for a few updates so I'm not sure how bad it was before, but the patch notes say the zee bat search is more accurate than before, yet about 1/3 of the time its directions are dead wrong (like saying something is a long way south when it's north east of me.) A purchasable item that increased the range on the bat search would be great too (though there may be one somewhere for all I know). For my money terror was way too hard to deal with before, but Is a little too easy now, but I'm sure that's temporary. I love having the venturer around, though I'm stalled out right now as he is requesting things from the carnelian coast (and the chelonate which is just farther than I've ventured). His hefty rewards though make it more possible to break out of the early-game doldrums of barely making enough money per trip to cover fuel and supply costs. It would be very nice if the blind bruiser gave some indication of the vague location of where he wants you to go, like the admiral does for strategic information. I almost had to return empty handed when he wanted me to go to polythreme, which I looked for down south where it used to be and almost ran out of fuel after finding it far to the east.
All in all I'm enjoying the game a lot more than when I last played a couple months ago. Mostly because I was finally able to make it out of the early game stages which aren't very fun and are very difficult for people who have no experience with roguelikes, even in easy mode. You have to get some serious momentum going before it gets fun, but the venturer makes that a lot easier.
-- Storynexus sn Katarina Navane.
My art page (much of which is dark, Victorian, and/or full of tentacles): http://www.facebook.com/demonkittydesigns
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 SouthSea Rutherby Posts: 224
10/22/2014
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IHNIWTR wrote:
even more feedback: I feel Blue Scintillack is far too underpowered in combat, considering how rare and valuable it is. Definitely requires an upgrade - maybe in addition to immediately filling up the firing solutions, it will also stop enemies in their tracks (blinding them?) and/or cause a bit of damage? Or they could make it more common, or replace it with something as common as "strange catch" or "unclear device" items.
-- Now the proud captain of Mr. Eaten's Revenge
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