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For the discussion of our Sunless Skies, released January 2019.

Niggling Issues Messages in this topic - RSS

Nanako
Nanako
Posts: 536

8/30/2017
Here i shall post my thoughts on things that are not quite bugs, but are almost bug-like enough that they ought to be tweaked a little, in my earnest opinion

While browsing a market screen, one piece of information is notably absent:
http://i.imgur.com/frvovnW.jpg

The currency that you currently have. This is rather important when considering financial transactions
edited by Nanako on 8/30/2017

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Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it

http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
+2 link
Nanako
Nanako
Posts: 536

8/30/2017
The lack of names on other trains is rather odd. Was this an intentional design decision?

I bumped into this train: http://i.imgur.com/wYvNclw.png
Quite literally, infact. Trying to talk to him or provoke some sort of storylet, i accidentally rammed him a tad. And he fired on me, the nerve! I've no idea whether the ramming provoked it though or whether he was merely some sort of ruffian. I recall in sunless sea we'd have something like "Unfinished Pirates" hovering below the ship to make that clear
As it stands, i've no idea who this train is or why they're shooting me, seems like a missed opportunity for some narrative

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Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it

http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
+2 link
Nanako
Nanako
Posts: 536

8/30/2017
The starting cargo capacity feels really low. Only 10 units, which is naturally crammed full with your starting fuel and supplies

I've no idea what awaits in future unlockable trains, but i do think even the starting train ought to have more than this. 30 spaces was a reasonable start before upgrades, lets go back to that

--
Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it

http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
+3 link
Nanako
Nanako
Posts: 536

8/30/2017
quest rewards so far feel punishingly low

http://i.imgur.com/o8ywiFV.png
I think she gave me 11 coins on embarking too. These combined are not even enough for a single unit of fuel, and i spent three units getting there - not to mention the cost of supplies

--
Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it

http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
+2 link
OctarineSorcerer
OctarineSorcerer
Posts: 2

8/30/2017
It feels slightly strange to me at the moment that in the main menu, the option selected doesn't change until you reach the text of the menu item - so I could have moved my cursor from "Load Game" to very close under the text for "New Game", and "Load Game" will still be selected.

Perhaps the change in selection could be made upon crossing the halfway point between two menu items?
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Bitty
Bitty
Posts: 229

8/30/2017
One thing thats bothering me is enemies you fight don't have their name and health listed? unless that's a bug i'm experiencing

--
Main, Heathen(Nemesis)
Aten(Seeker)
Sook(Bag a Legend)


Open to all non-harmful social actions. Not into RP and will respond normally.
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OctarineSorcerer
OctarineSorcerer
Posts: 2

8/30/2017
The frames containing the text look pretty good, but the golden parts (the frame,filligree) look like they could do with some antialiasing. I'm on Sublime quality graphics, and there's some jaggedness there. I'm on 1920x1080 resolution, fullscreen with both UI and font scale set to 100%
edited by OctarineSorcerer on 8/30/2017
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shinyemptyhead
shinyemptyhead
Posts: 14

8/30/2017
Is waypointing on the map a planned future addition? I seem to be spending a lot of time opening the map, adjusting the zoom, and then figuring out where I need to go and finding where I should dock.
edited by shinyemptyhead on 8/30/2017
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Atrocity Dancer
Atrocity Dancer
Posts: 13

8/30/2017
shinyemptyhead wrote:
I seem to be spending a lot of time opening the map, adjusting the zoom, and then figuring out where I need to go and finding where I should dock.

Dock icons are there, they are just covered with text.
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shinyemptyhead
shinyemptyhead
Posts: 14

8/30/2017
Atrocity Dancer wrote:

Dock icons are there, they are just covered with text.



Yeah, I can see the icons. But unless I'm missing something, clicking on them doesn't do anything. (Whereas in Seas you could get a blip from that or from clicking your bat's report that would guide you towards it without the need to refer to the map any more.)
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Teaspoon
Teaspoon
Posts: 866

8/30/2017
OctarineSorcerer wrote:
The frames containing the text look pretty good, but the golden parts (the frame,filligree) look like they could do with some antialiasing. I'm on Sublime quality graphics, and there's some jaggedness there. I'm on 1920x1080 resolution, fullscreen with both UI and font scale set to 100%
edited by OctarineSorcerer on 8/30/2017

I also found it jagged, yes.

Also, I'd like it if the locomotive noise had its own control (as it isn't, apparently, included in the SFX options.) I suppose I may very well be the only person who finds the engine sound more dismaying than nails on a chalkboard, but I really don't want to have to play the whole game on mute. Especially when the music's so good!

--
Truth lies at the bottom of a well.

https://www.fallenlondon.com/profile/Alt%20Ern
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Chewi
Chewi
Posts: 2

8/30/2017
On the topic of the chart, for some reason it makes a really, really loud noise when I open it, even with the sound FX option turned down.
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Nanako
Nanako
Posts: 536

8/30/2017
Shop windows allow you to purchase more than your train can hold. Maybe that's intended, but its annoying to keep track of it. On a related note, shop windows don't show how full your cargo hold currently is. They really should.

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Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it

http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
+2 link
illuminati swag (Benthic)
illuminati swag (Benthic)
Posts: 137

8/30/2017
It would be nice if the small, movable rocks would move when shot in addition to when run into.
+2 link
Nanako
Nanako
Posts: 536

8/31/2017
Teaspoon wrote:

Also, I'd like it if the locomotive noise had its own control (as it isn't, apparently, included in the SFX options.) I suppose I may very well be the only person who finds the engine sound more dismaying than nails on a chalkboard, but I really don't want to have to play the whole game on mute. Especially when the music's so good!

I have to agree with this. While i don't mind the engine sound right now, i can imagine it getting repetitive after 20-30 hours of gameplay, and i'd definitely like to be able to silence it.

This doesnt even need to be an option, it could be interesting to make it an ingame feature. Engine muffler as a purchaseable enhancement that lowers the sound volume by 80% and increases veils

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Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it

http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
+2 link
vulchor
vulchor
Posts: 23

8/31/2017
I was wondering why you mentioned in another thread (I think it was you) that the art covers the list on the left, its the aspect ratio you play at. If you use a 16:9 or 16:10 ratio that problem doesn't exist.
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MidnightVoyager
MidnightVoyager
Posts: 821

8/31/2017
Boy, stopping sure isn't a thing, even when I'm docked. It's also not exactly clear how to dock the first place I find. I bumped into it a lot before getting it right.

And when I closed the port stuff, I was still floating around like an upset balloon.

Don't get me wrong, I like being more mobile, but I feel a lot like someone trying desperately to steer a balloon by blowing on it.

--
Midnight Voyager - A blood-cousin to predators. Collector of beasts. Affably mad.
+2 link
MidnightVoyager
MidnightVoyager
Posts: 821

8/31/2017
While I'm at it, I super don't like that sending out my space bat costs supplies. I'm feeding the bugger when he's on my ship, aren't I?

--
Midnight Voyager - A blood-cousin to predators. Collector of beasts. Affably mad.
+1 link
Teaspoon
Teaspoon
Posts: 866

8/31/2017
Are you?

We never used to.

--
Truth lies at the bottom of a well.

https://www.fallenlondon.com/profile/Alt%20Ern
+1 link
Nanako
Nanako
Posts: 536

8/31/2017
MidnightVoyager wrote:
While I'm at it, I super don't like that sending out my space bat costs supplies. I'm feeding the bugger when he's on my ship, aren't I?

I like this personally, i think its only an issue because supplies are so expensive. and/or money is too scarce

--
Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it

http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
+1 link
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