Gold Feedback - Corsair's Edition!

I am, apparently, a sucker for punishment, because I’ve been playing again :D

Unfortunately I’ve found a bug. I hit the button to jettison cargo(just out of curiosity) and now it’s stuck. I don’t actually want to get rid of anything, but hitting &quotdone&quot doesn’t cancel the window. (It also won’t let me move items into the &quotoverboard&quot area, even if I wanted to) I can still click the visible journal tabs behind the cargo window and the pages turn, but the cargo thing won’t go away (and the red X and green cog don’t work to cancel it either).

Of course this would happen when I finally felt like I might be getting somewhere (thanks to Spacemarine’s tip about Pigmote, it took a few deaths to find it, but once I did it really helped my starting game, plus I love the rats :D)

I’ve left it sitting open in the hopes it might go away, but I don’t think it’s going to. Sadness. prods it

Edit: Esc. also does nothing. (Though I can alt-tab to post in forums, obviously). Looks like the only way to even close the game might be task manager. Weirdly it does let me drag the journal around behind the cargo box. o_0
edited by Inky Petrel on 6/19/2014

[quote=Inky Petrel]I am, apparently, a sucker for punishment, because I’ve been playing again :D

Unfortunately I’ve found a bug. I hit the button to jettison cargo(just out of curiosity) and now it’s stuck. I don’t actually want to get rid of anything, but hitting &quotdone&quot doesn’t cancel the window. (It also won’t let me move items into the &quotoverboard&quot area, even if I wanted to) I can still click the visible journal tabs behind the cargo window and the pages turn, but the cargo thing won’t go away (and the red X and green cog don’t work to cancel it either).

Of course this would happen when I finally felt like I might be getting somewhere (thanks to Spacemarine’s tip about Pigmote, it took a few deaths to find it, but once I did it really helped my starting game, plus I love the rats :D)

I’ve left it sitting open in the hopes it might go away, but I don’t think it’s going to. Sadness. prods it[/quote]

Email genuine bugs. I’m pretty certain they’re checking here - but email better faster stronger harder oh no that’s a daft punk tune.

That ‘stuck on throwing overboard’ bug I have reported previously; oddly, starting a new game from a save that had been afflicted by it I was able to clear the starting overboard-screen but not a subsequent one, so the bug is still there.

What you CAN do is hit the ‘All at Sea?’ help story let, close the Gazeteer that way, and try to sail to port; you may have difficulty saving games even so because of the click-through menu behavior, but you may also get an Autosave. Try then re-opening that save and with luck you’ll be able to clear that initial screen… maybe.

Mt Nomad update:

Still killable (actually easier now: tends to use rapid low-damage attacks, so you’ll take some hits especially to Terror but not die) but reward has changed. Now no Treasure BUT one point to Iron, maybe more valuable?

[li]
OK, I’m dumb and clicked the wrong post-battle option for that update: in fact as long as you pass the skill challenge you now get both Treasure and Iron point. And yes, this update means that the damn thing spawned immediately and I took it down a second time in much the same way: over the course of two battles Hull went from 250 to 140, but at no point was there a risk of death.

Ewan, not sure what I did but it eventually un-stuck enough to let me hit launch, then dock again, and after that I was able to get in to the main menu. There was indeed an autosave. hugs it

In the “not sure if bug or feature” category, I clicked the fuel temperature gauge (not the bar, the flame icon in the circle) and I got the message in the log “strange sounds coming from the engine?” and the temperature shot up to full for a couple of seconds(it usually sits at half-way). It does that every time, but as far as I can tell nothing else happens, it just…does a thing. Is it just flavour? Or is it meant to be a speed boost or something at the cost of extra fuel? Very odd.

On the subject of fuel, is it normal to take 5 barrels just to get to Vanderbight and back? That seems like a lot.

(Sorry for talking so much. I’m going to bed now so I’ll stop bothering you all for a while :p)

To be fair, it’s not all honey and wine: two iterations of Mt Nomad plus one Lorn-Fluke just took my Terror from 0 to 74. I still think that my crew should be happy that their Captain is competent to defeat such beasts, but apparently not :-).

[color=#ff9900]I suspect they’re pretty unnerved that after you fought one of the damn things you went back and did it again.[/color]
[color=#ff9900]
[/color]
[color=#ff9900]Twice.[/color]
[color=#ff9900]
[/color]
[color=#ff9900]&quotOur captain fears nothing!&quot[/color]
[color=#ff9900]&quotThat sounds terrible. Ours is a total coward.&quot
&quot… Is he looking for new crew?&quot[/color]

:-)

[quote=Frenton]
At the the moment Terror actively reduces the desire to explore and to take risks. Terror increasing areas are to be flat out avoided. To put it another way the only way to win the game of Terror is not to play.
edited by Frenton on 6/19/2014[/quote]

Love your suggestion (and most of the other ones people have recommended) and agree that at the moment the terror system kind of breaks deeper exploration; you shouldn’t have to play as a coward, darting away from the coast in short bursts to survive. It should definitely be the safest way to play, but it shouldn’t be quite as necessary as it is.

On an unrelated note, how are content updates differentiated from full patches? I figured that content updates were simply adding stuff and patches would change mechanics, but I noticed yesterday’s content patch included some tweaks to hull strength and stuff.

will more giant under the water beasties (like the one opening its eye in the explore trailer) be added? those things produce fantastic lovecraft-boners. The last one I sailed over was so massive I thought it was coral or something until I spotted teeth and sped out of there

edited by conductorbosh on 6/19/2014
edited by conductorbosh on 6/19/2014

Chris, you are a scurrilous wretch and a malcontent and a fomenter of mutinies both righteous and un-. Good on you.

Hey, some of us share our profits with the crew. And they may be scared, but the only crew I lose are the ones who apparently never learnt to sail well enough to return with their prize ships…

:cool:

Fear is just courage with a little motivation. At least that’s the needlepoint I’ve got framed outside my captain’s quarters.

And the beatings will continue until morale improves :).

The Tyrant-Moths are gorgeous

[li]Ok, I have only been playing for two days so here are my somewhat formed thoughts on this game.

First, I think it’s pretty cool. The combat is fun, and the story, artwork, and music is incredibly engaging. Barely surviving a monster you were unprepared for is hugely satisfying. The problem(for me at least) is that at the moment everything is simply too expensive when you add it all together. What does that mean? Well, fuel and supplies stretch pretty far while terror reduction is a bit pricy. On top of that if you get unlucky steer badly, or get in a fight you can do damage to your vessel which costs a bunch to repair. If crew members get lost then it costs money to replace them. Seperately these things might not cost all that much, but together they will devour your profits. That is just to stay even too. Hiring officers, and buying upgrades for your ship costs even more. Just keeping your head above water takes a good amount of planning and luck. When a profitable route is found it has to be grinded to get you the materials you need to make the next route profitable. A bad turn of luck from the RNG can see all of your savings eaten as you hire more crew or get rid of terror.

It is simply too easy to get terror too. Sailing on the dark zee gets you about one point of terror about every six seconds( I counted in my head). That is not too bad. It can be managed by lights, and removed in ports. To get to polythreme took me from 50 terror to 63. A manageable sum even when you count the return trip. The problem is that right now there are too many random storylets that raise that terror. The drownies always give me terror as well as the blue light flicker no matter if I win or lose the challenge. Once again if that was all the terror that I had to deal with it would be O.K., but combined with what I get from just sailing around challenges can double terror. I ended up at 91 terror from the trip to polythreme when you add in the rng giving me some unfortunate storylets. Without more storylets that actually fight terror I cannot think of a way to make enough money to manage that except grind the tomb colonies, fungal station, and hunter’s keep triangle.

So how to fix these two problems? A couple of ways that I could think of. Just making stuff cheaper could work and be kind of an easy fix. The biggest problem then would be to not make it too cheap. Making it easier to fight terror either through storylets or making docking in your home port give you a greater terror reduction would also be good. So docking in Fallen London would automatically decrease terror by 30 or so and docking in other large developed ports would take away less. Once again balancing is needed, but it could work.

And if you read all of that there is one more thing I would like to see. Some kind of towing feature around the big ports. It adds nothing to the game to go have to carefully position your ship and expend a bit more fuel just to get into and out of wolfstack docks. If you just had to get close and then got the option to auto dock, at least in the big ports where you can get lost( I mean the khan’s port. Getting around that port is annoying, and potentially dangerous if you were exploring and just found it without knowing how much fuel it could take you to navigate the corridors or you enter the wrong way. Running out of fuel, and starving to death within swimming distance of a port is frustrating.). Even if the first time you had to do it yourself then afterwards you just had to get close to auto dock it would save time fuel, and supplies. That would only be at the big docks though. Just barely outrunning pirate unfinished men to dock somewhere small is a lot of fun.

Thanks for your patience, I know I write a lot.

Has anyone figured out how to right click on a mac?

Control click usually works, but if you’re going to spend any real time trying to play videogames on a Mac it may be worth investing in a 2 button mouse.

Control click usually works, but if you’re going to spend any real time trying to play videogames on a Mac it may be worth investing in a 2 button mouse.[/quote]

Ctrl-click doesn’t work, even with the new update.

It’s a laptop which only has older and simpler games on it and so far I’ve managed to survive without a mouse, so I’m unwilling to plug one in just to talk to the officers. But thank you for your suggestion.

e: Trackpad’s gestures still work. It’s tap with 2 fingers for me, might be different for others, check your trackpad settings.
edited by mania on 6/20/2014

I had this issue; I had to remap clicking on the right-side of my trackpad to be a right-click. Under System Preferences/Trackpad.