Didn’t realize that it was a fuel-loading issue, but confirming that I have had this happen several times - it seems to be linked to turning when leaving, but I was trying to nail it down a bit more before filing a bug :).
There are two steering bugs as far as I can tell. Both behave differently on my Mac and PC.
Title: Ship goes into new neutral when cycling fuel on a port circle
Steps:
- Launch from a dock
- Reduce speed to neutral
- Let light drain fuel until barrel is empty
Result (Mac): Ship goes into neutral and will no longer move. Light stays off. Must be fixed by exiting game.
Result (PC): Light turns off and ship goes into neutral. Ship will move again when prompted.
Note: This can happen both when docked and undocked, as long as the ship is near the docking circle
Title: Repairing while at full hull drops ship into neutral, locks on PC
Steps:
- Leave port with ship at full hull
- Press R
Result (Mac): Ship drops into neutral, but will move again
Result (PC): Ship drops into neutral and does not move again. Pressing R again will fix the issue, but there is no repair timer on screen to let the user know that they are in this state.
edited by MEngland on 6/9/2014
Title: Chart use can make the game play in a paused state
Steps:
- Press G to open Gazette
- Press C to open chart
- Press G to close Gazette
- Press C to close chart
Result (Mac): Bats freeze in midair. Lighthouse beams are locked in place. The ship moves wakelessly across a glass sea.
Note: PC build does not allow chart use when the gazette is on screen, so these steps will not work. I was able to enter this state once on PC, but I haven’t figured out how to repro it yet.
[li]
I had the same problem. It’s a bug.
I wiped all my data, downloaded content, started a new game. I’ve been playing for a while, with terror going anywhere up to 75 or so without any unexpectedly spectacular problems.
Then I exited the game in Wolfstack Docks, continued it later, and with a terror of 50 this event fired six times between Wolfstack and Mutton Island.
Didn’t realize that it was a fuel-loading issue, but confirming that I have had this happen several times - it seems to be linked to turning when leaving, but I was trying to nail it down a bit more before filing a bug :).[/quote]
Is that why? I noticed this happening and I think I already sent a bug report in the last build, but it never occurred to me to check the fuel gauge.
Sadly I still haven’t been able to enjoy the latest content update properly. The steering bug where the ship locks up into neutral and refuses to restart OR refuses to steer whilst chugging along at 1 speed has crippled me :/
Have submitted my data files as a bug report just got to wait and hear back from them now I guess. But it is frustrating I wanted to try out new things and explore!
If this is happening to you between ports, you might be accidentally hitting the R button – just hit it again to sail on your way.
[quote=Aesc]Sadly I still haven’t been able to enjoy the latest content update properly. The steering bug where the ship locks up into neutral and refuses to restart OR refuses to steer whilst chugging along at 1 speed has crippled me :/
Have submitted my data files as a bug report just got to wait and hear back from them now I guess. But it is frustrating I wanted to try out new things and explore![/quote]
Try going to your [color=000000]AppData/LocalLow/FailbetterGames/SunlessSea folder (or [color=000000]equivalent)[color=000000] as mention by [color=000000]Alexis Kennedy[/color][/color] and [color=000000]delete everything ther[color=000000]e[color=000000] except for your save[color=000000] (unless you want to start a new game). It [color=000000]help a lot, still have some bugs, but are relatively minor or rare.[/color][/color][/color][/color][/color][/color]
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finally had a chance to play this version. A few thoughts:
a) Stuttering continues, now happens just about everywhere as opposed to just London and Whither. My computer isn’t a beast, but it should be able to handle anything Sunless Sea throws at it without a problem, and yet the graphics chug constantly.
b) spawning is very, very unbalanced. it might be better to have more spawn points around which spawn 1 enemy every once in a while rather than fewer spawn points that spew out groups of them at all given times. The Zee is supposed to be a lonely place, after all. In addition, I dislike the fact that spawn points appear on the map. Breaks some of the mystery, immersion. Maybe some sort of "here be monsters" scrawl could be added to the map instead? more specifically, I’m thinking of the font used in the concept art to write the names of the zee beasts; having something like "port" or "danger" written on the map using it would make a small but significant improvement.
c) I quite like the terror/fuel rebalance, though I feel it is still not completely clear where and when the terror drops and when and where it rises.
d) so far I have had no reason to turn off the lights of my ship. The disadvantages are too great (meaning terror drops too sharply) and the enemies don’t really seem to have a harder time finding me (especially since they seem to travel bunched up, making avoiding them very difficult)
e) the Mutton island terror dropping option is too effective. I would’ve thought if there’s any place where terror should be dropped massively and cheaply it should be London, the Home Port. Without a rebalancing (or an ingame, in-fiction explanation) this sticks out.
f) Polythreme doesn’t have a port report option? not yet implemented, or a conscious design decision?
g) I, too, am getting the "all options visible" bug. I have deleted all previous folders and files of Sunless Sea, as well as properly uninstalling the game, before upgrading to Amethyst. Just an fyi since this seem to be a very well reported issue.
that’s it for now, still haven’t fully explored all the new content. Will share more later.
edited by IHNIWTR on 6/9/2014
[color=#009900]The suggestions in (b) are, in fact, on our list, although there’s enough of an art burden that it’ll be a while before we modify the map.[/color]
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[color=#009900]We’ll be releasing a fix for the all-options issue any moment - hold tight, all.[/color]
I wish that visiting the scholar didn’t kick you back into London every time your sell something.
I know that I wanted more things to fight but the swarms of beasties (crabs, bats and sharks seem to come 3 or more at a time) are tough if you are a low level character. If by some chance you beat one and take damage there is little chance of getting away from the next one. And, if you have built enough strength to beat them having to fight so many gets boring and disrupts the flow of play.
The all-options thing showed choices that are actually impossible - getting port reports from Port Cecil and Demeaux (sp?) were shown at the Admiralty but didn’t show in the actual ports. But I would love to be able to play some of the options in Whither (I have a curse on one character).
There is a bug on the getting Strategic Information for the Admiralty - it says Mount Palmerstone but is actually Void’s Approach. It doesn’t help that you can actually get one from Palmerstone. The first time it happened I just thought I didn’t remember where the Admiralty wanted to send me but it happened again.
There is also a bug on one of the officer options in London - it says you need to have one to get one.
I do miss the whispers in the Principalities of Coral but I do like the new music.
Mount Nomad looks really creepy - I must admit to running away from it though.
Overall though I really like the changes so far.
First time playing so first few comments/issues that hopefully haven’t been resolved elsewhere! I’m on a Win7 laptop with a decent graphics card, playing on ‘sublime’ graphics and 1280x768. The windowed smaller one (620x?) didn’t scale properly and half of it was off the screen.
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the music only surrounding Fallen London and one or two other places is really bizarre. It reappears when terror gets high, but seems to drop off.
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some of the graphics seem to be placeholders (large chunks of South West past Iron Republic) - this’ll probably be patched up and I’m going to try redownloading/updating etc. That said, still being able to discover and dock in them can be a bit odd. (Similar issue with large sections of ‘West Wall 19’ and the like)
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being attacked by the word ‘batswarm’ is a bit hilarious though.
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It seems you can only save during the ports. I am assuming this is a deliberate choice to stop people boot-loading after dying.
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getting stuck in ports is quite frustrating! Found the workaround in the thread, but still.
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speaking of dying! I did this /a lot/ initially as I failed to realise saving was a possibility and that combat was difficult. So I might have glitched the game up with continual rebirth charas. However at varying points during that swappage and die-age did things like: the discovery going weird and catching things just offscreen to lower right and not things in front of us. And the current version I’m playing has had no monsters at all, which is odd considering all the attacks I got the first time around. Also, the names of places sometimes continue to exist along the left side in new characters who shouldn’t know them and they can’t then discover them/earn xp.
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Mt Palmerston has London’s Shops for some reason.
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The text seems to be oddly rasterised, but that may be a problem with comp’s settings. I’ll look into that.
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I’m finding it quite awkward having scroll through all the options for the ones that are available to click. Any chance they could be reshuffled to the top or is this something already resolved?
Those bits aside, loving the gameplay and the lighting mechanism. Art is lovely too. Definitely seems as though fuel is the largest issue, though of course awful dead passengers stealing my cargo is quite irritating! The discovery missions are a nice way to cash in and hopefully as the things develop it’ll be easier to keep money and not just spend it on fuel/supplies. Moving seems quite fluid, and docking with a key would be very helpful. As would being able to access/select the stories via the keyboard, though I may have just missed the shortcut to that. (via g?)
edited by pinstripeowl on 6/10/2014
another thought: the reduced effectiveness of the officers is a real problem. An example from the previous version - to get the Scarred Sister you had to succeed on two rolls, Mirrors and Hearts. If you had the right officers, the right specialization, and had spent long enough gathering and using secrets properly, you had at least slightly above average odds at actually acquiring her; meaning, you put in the effort, you increase you chances at a reward. The nerfing of the officers means that now the Sister is all but unavailable, requiring if not several playthroughs then a humongous increase in exploration and capital acquisition for content that’s literally right outside the starting area, and which (for first time players) manifests itself without previous warning or stating of future requirements.
I feel like a slight buffing of the officers might help the matter: instead of having them give 1 point in their selected stats, maybe 2-3, instead of the 5 they gave before Amethyst.
edited by IHNIWTR on 6/10/2014
[quote=lady ciel ]That pushing sideways thing is horrible. I just tried to undock form Port Cecil, there was a beastie just outside and, I think, because I wasn’t out of the docking circle I couldn’t fight it and it just kept banging me into the dock. As I was in dock I saved the game and sailed back to London as quickly as possible with a heavily damaged hull.
Edit to add - For some reason saving clears any beasties off the screen. So, in future, if there is anything hanging around I’ll just save and reload.
edited by reveurciel on 6/7/2014[/quote]
I’ve been shoved into the scenery by monsters a couple times myself. Once there was a close scrape as I was trying to leave Port Cecil whilst being mobbed by three sharks and a lorn-fluke; they bashed me into the dock a bit but I managed to get back into docking proximity, reset my position by docking and undocking, and zipped away around the far side of the dock where they couldn’t follow me. (In single file the sharks would have fit through the gap, but they were getting in each other’s way too much. And the lorn-fluke was too big.)
[quote=IHNIWTR]another thought: the reduced effectiveness of the officers is a real problem. An example from the previous version - to get the Scarred Sister you had to succeed on two rolls, Mirrors and Hearts. If you had the right officers, the right specialization, and had spent long enough gathering and using secrets properly, you had at least slightly above average odds at actually acquiring her; meaning, you put in the effort, you increase you chances at a reward. The nerfing of the officers means that now the Sister is all but unavailable, requiring if not several playthroughs then a humongous increase in exploration and capital acquisition for content that’s literally right outside the starting area, and which (for first time players) manifests itself without previous warning or stating of future requirements.
I feel like a slight buffing of the officers might help the matter: instead of having them give 1 point in their selected stats, maybe 2-3, instead of the 5 they gave before Amethyst.
edited by IHNIWTR on 6/10/2014[/quote]
Maybe instead of twiddling the officer stat gains up and down to keep pace with how much of the map you can map (and thus gain secrets from), it’d be a better idea to lower the difficulty of gaining the Scarred Sister. After all, Hunter’s Keep being right next to London does pretty much make its content early-game content, so if ninety-something percent of noob captains can’t get the Scarred Sister then she effectively just becomes an Easter egg for players who either got lucky, ignored Hunter’s Keep at first and came back much later, or found a way to get their Mirrors and Hearts anomalously high in the early game. Or maybe increase the number of times you can visit Hunter’s Keep before everything goes to hell over there; if it’s preferable to keep both the stat gains and the difficulty of the challenge the same, that would make it less likely for players to exhaust the Hunter’s Keep storyline early on and miss out on the Scarred Sister forever because they weren’t tough enough at the time.
that’s a great suggestion
Minor request, likely obviated by content advances but an echo of previous requests: dockside storage? I am carting around now 4 fluke cores - apparently impossible to dispose of - as well as all the schlepping of items slowly building towards a Zee Zong; it’s clogging up game progress. A rental cost would be fine, but it seems odd that there are no warehouses :).
Also: islands full of hamsters, at war with rats??! Cool! (Yes, I just got my first R__________ C____!)
Nice spoiler … reminds me of something that happened on one of the weekly access codes. Could you tell us where you found such a thing?
By the way I second your request for a warehouse. I don’t mind the stuff in the other part of the inventory system but Fluke Cores take up valuable hold space and it would be useful to be able to offload some of the things needed for the Zong of the Zee.
Yes, it was the link to the weekly code that amused/delighted me most. Information from the good folks of Fieldhaven
All is good apart from a couple of bugs to report, one is where I get the shipyard’s description of the dreadnought I’m using overlayed on my screen when I’m not in the Gazetteer (this in only on a pre Amethyst save though). Second bug is getting stuck in the Gazetteer when I try to come back to the Neath after going up to the surface. I can’t remember exactly what I did but I ended up stuck on the Canal main page unable to click on any tabs or close the Gazetteer or exit.