After a few days I’ve spent at Zee I finally managed to get a hang of it and have a good route that only nets me 20-40 terror per loop depending on how much I explore. But I’ve noticed that for some reason the volcano on Palmerstone doesn’t work as I get the Deviless but then cn’t click ‘continue’ as the button doesn’t respond.
Will there a way to adjust the font? It’s beautiful, but like the entire layout is built for a larger resolution. The 5% of the font is always cut off, and the last couple of lines of text is always blurred out a bit.
edited by Lumyire on 6/20/2014
I’m using Windows 7 64-bit, Cleartype turned on, and 1600x900 screen resolution on a 14 inch laptop (lenovo thinkpad)
edited by Lumyire on 6/20/2014
[quote=Lumyire]Will there a way to adjust the font? It’s beautiful, but like the entire layout is built for a larger resolution. The 5% of the font is always cut off, and the last couple of lines of text is always blurred out a bit.
edited by Lumyire on 6/20/2014
I’m using Windows 7 64-bit, Cleartype turned on, and 1600x900 screen resolution on a 14 inch laptop (lenovo thinkpad)
edited by Lumyire on 6/20/2014[/quote]
How odd. I’m using the same OS as you, and since I play in windowed mode I’m using a smaller resolution; I have Cleartype turned off though. And my text doesn’t look as… smushed… as yours.
[color=#009900]There is, Liam tells me, a really fundamental problem with text rendering in Unity in different contexts. We’re looking at solutions in the medium and in the long term, but there’s no quick fix apparently.[/color]
A quick suggestion, considering how important light is to avoid terror, it could be nice if the map shows the bright buoys that we discover during our explorations together with the landmarks.
After a few runs I have grasped the terror management much better and I must say it’s fun to optimize your routes in order to minimize terror gain. I still think it’s too punishing though, and other tweaks in the progression of terror could be welcome - without making it too easy!
By the way, is it me or the southern portion of the map is more difficult? there are almost no buoys and the lands are few and far apart… or at least I haven’t found a good path yet to reach Polythreme and beyond.
[quote=Master Polarimini]A quick suggestion, considering how important light is to avoid terror, it could be nice if the map shows the bright buoys that we discover during our explorations together with the landmarks.
After a few runs I have grasped the terror management much better and I must say it’s fun to optimize your routes in order to minimize terror gain. I still think it’s too punishing though, and other tweaks in the progression of terror could be welcome - without making it too easy!
By the way, is it me or the southern portion of the map is more difficult? there are almost no buoys and the lands are few and far apart… or at least I haven’t found a good path yet to reach Polythreme and beyond.[/quote]
I’m sure we’ll see some tweaks to either the mechanics or ways to cure terror coming up. Maybe stuff like a smoother gradient to terror increase speed? The physical difference from shore between no terror increase at all and a point of terror every couple of seconds can’t be more than a couple hundred feet. I agree that it should be challenging, but it shouldn’t make deep-sea away-from-shore exploration quite as suicidal, just very dangerous. It’s a bit silly that for dozens of echos and your entire crew partying down on shore leave, you reverse an amount of terror that can be gained back in less than a minute.
edited by conductorbosh on 6/20/2014
I have found that the south and north are generally worse in terms of avoiding terror. To go south, I usually head to gaiden’s mourn and around past the khanate, which avoids this some, but not completely. To reach polythreme from the west tends to be harder - I go the long path past every Island I can stop at (godfall, Mutton island, abbey rock), so at least the terror gains are able to be paid off more easily. North i’ve found much the same, though i’ve had less reason to explore that way, as a trip to whither or codex is just up the coast, and the only other island i’ve discovered is Mt. Palmerson.
By the way, is it intentional that Mt. Palmerson’s shores don’t stop terror gain?
I’m having the same problem as a poster above–I can’t visit the Wistful Deviless because the ‘Continue’ button after “Visiting the Wistful Deviless” won’t respond.
I have a complaint about the map. I tend to attempt to click and drag the chart a little to look at things at the corner of the visible portion and then grumble as the entire thing accelerates and overshoots the piece I was trying to look at.
A few bugs and quirks to report if they have not been already:
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Attempting to assay anything from my inventory stops the game when I try to do it, no matter how many times I hit the "Done Button" I can’t get it done. I then have to minimize the game and shut it down manually.
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The Caminus Yard Hearts Ender (the best Harpoon) is classified as a "Good" and not a "Curiosity" meaning that unlike it’s lower level counterparts it takes up cargo space.
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When I first bought my Caligo merchant vessel I was unable to immediately hire more crew members than 10 (my original limit). I eventually got around this problem by exiting and re-entering port to trigger the officer recruitment event which also offers a chance at a new crew member. In time the option became available but that was only after I had been trudging along with 15 crew members for about 10 trade trips.
And some general complaints or worries for my final say:
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Terror is a drain on gameplay in it’s current state and makes exploration early on daunting and unenjoyable. Even getting to Palmerstone Island to deliver some souls for one of the early missions risks maxing out terror and getting a mutiny.
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I get these missions to go places but no one has the decency to point me in the right direction. A quest marker would be out of the question, of course, but maybe access to hints or even a map for the early areas in the game would make it less necessary to minimize my game and use the map on the Sunless Sea site.
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I know it has been strung like a worn out piece of sailing rope but the immediate area of Wolfstack Dock should really be made more friendly. We get terror even before exiting which makes no sense considering the whole place should be bathed in light. Also, there is a pirate ship that spawns so close to the entrance that I am always being chased by it into the harbor which I find terribly annoying. The crab is cute, it can stay.
edited by Owen Wulf on 6/20/2014
The pirate ships immediately north of Wolfstack are pretty weak enemies; unless I screw up they can’t really hurt me, so I just take on as many of them as I can find.
Edit: I misread the update info. Ignore me.
edited by Inky Petrel on 6/21/2014
I finally updated my game to the latest Gold release and, surprisingly, it didn’t eat me alive. I’ve still pretty much been able to profit or break even on my voyages. I don’t think I’d be doing so well if I didn’t have a two-thousand-echo cushion from previous easier builds to ride on, though.
I question the placement of that buoy right next to a whirlpool on the Shepherd’s Wash/Southern Archipelago border, though. (Near Rowena’s Rocks.) What was the Admiralty thinking? Putting a light source for ships to steer towards right next to a hazard for them to avoid would make a pretty decent trap if it had actually been intended as one.
Marking hazards is one of the things that buoys, lightships and lighthouses do in RL - shallows, reefs, etc. So having lights near dangerous places would be reasonable in Sunless Sea. The only trouble is that in Sunless Sea is that dark = terror and light is something you want to be near,
edit to add - so it will be very risky once whirlpools and other things like that can harm you and your ship…That light might mark a shipping lane or a hazard:)
edited by reveurciel on 6/21/2014
After the latest content upgrade I had exactly zero sailors who fancied a dip, so that’s nice. However, I no longer get the "Harbormasters’ report" or whatever the storylet is that allows you to recruit officers. Have the requirements for it changed beyond "get back home" or is this a bug? Also, what about Polythreme showing the London shop screen? Its quite useful to be able to buy supplies at the London price so far out, but it feels a bit exploity :D
DompR, you must have been blessed by the RNG (or else I’m cursed! Hehe) my sailors still seem to fling themselves over the railings at the slightest provocation. I mean honestly, you’d think they were schoolchildren the way they carry on, not sailors.
Starting at about 50 terror I’m lucky if I make it back to port with half a crew left. The most frustrating thing is when they jump within easy sight of Wolfstack facepalm I wish they didn’t start jumping till at least 70 terror, or maybe only jumped when you were further north? Or maybe didn’t KEEP jumping one after another? It seems once you lose one you’re almost certain to lose another 2 or 3 right after. (At least that’s been my experience) Surely the sight of a familiar port should stop that sort of nonsense?
Also, I have a question about the latest update. My game is telling me I’ve updated to the latest version (no "new stories" to be had) but I haven’t seen any evidence that any of the things mentioned have changed? No tattoo opportunities, no wounds, no change to the terror events (mine seem to be limited to my crew steadily making like lemmings over the rail after about 50 terror) and how does one fuel the engine? (Or overfuel it?) It still seems to happen automatically? prods game Is there something else I need to download other than "new stories" to get this update? Tattoos sound cool.
edited by Inky Petrel on 6/21/2014
edited by Inky Petrel on 6/21/2014
I can answer the fuel thing - you need to click the fuel gauge, it adds a barrel of fuel to your engine and speeds you up for a little while, which can be useful if you need to get into port quickly (terror) or run away from something big and bad but there is a risk of your ship catching on fire.
I haven’t seen any new stuff either and there are no new stories from the main menu. I’m beginning to think it is a Humble Bundle download again … it is confusing getting updates in two place.
Edit - nothing new at Humble Bundle.
edited by reveurciel on 6/21/2014
Ah okay, thanks. I had noticed the temperature increased if you clicked the fuel gauge, but I wasn’t sure if it did anything else, or if it was just an odd quirk. I couldn’t tell if I went any faster as I wasn’t close enough to land to really judge the speed. Good to know :)
I do not know what is wrong with my game, both the Pneumatic Ratsender and the Caminus Yard Hearts Ender are considered goods and not curiosities (they take up cargo space). Does anyone else have this problem?