 Nanako Posts: 536
12/16/2017
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The thread title are the words that i involuntarily uttered upon finding this thing

See it off to the left? It looks like a tackety ship, but it has tentacles. It was firing a three-shot spread of undulating black projectiles, not unlike blobs of oil. Sadly i mistimed the shot and didn't capture that.
I died on the third salvo, without ever learning its name or purpose
Encountered it somewhere to the west of the L&S Nature reserve (on the winchester-facing side). Very close by actually, might have been within its circle of influence. anyone else seen one of these?
-- 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
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+1
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 a Nice Friend Posts: 127
1/10/2018
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Enemies getting tangled up in words is one of the best bugs I've ever heard of.
Text collision should totally be a thing in the law-free parts of the high wilderness.
-- Definitely a nice friend - http://fallenlondon.storynexus.com/Profile/a%20nice%20friend
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+12
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 Six Handed Merchant Posts: 141
1/10/2018
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Agreed, text collision (for both player and enemies) in the law-free parts of the high wilderness, or at some other key point, would a beautiful mind-breaker.
-- The Six Handed Merchant: If it's the truth you seek, The Six Handed Merchant is the gentlemen-, er, lady-, er, detective you need! Just pay no heed to that Eradication Officer tailing Six: that poor fellow is simply out of his mind!
Six's Mantlepiece (I am available for roleplaying and SAs. My schedule is pretty full, so please PM me first to work out the details.)
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+9
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 FailbetterFuzz Administrator Posts: 232
1/9/2018
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Brilliant! This was exactly the reaction we were after.
Nanako, remember when you asked a while ago on Steam if one of our updates contained any new enemies? My reply was sort of *cough* no new beasties *cough cough*.
Technically it wasn't a lie, since that's a Guest infected Tackety, haha, but we wanted to keep this on the quiet so it was a (nasty) surprise. We like scaring our players like that.
I'm looking into the 'beasty spawning in rocks' situation. Be aware that while it's rare, they've also been known to become trapped in the in-game messages that appear as you approach ports too.
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+9
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 A Parliament of Hounds Posts: 37
1/10/2018
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Triple agree with this - I want to get tangled up in a run-on sentence, escape pursuers by swinging around the tail-end of a 'voluminous' or 'simpering'.
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+6
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 Anchovies Posts: 421
12/18/2017
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illuminati swag (Benthic) wrote:
Be careful. That Windward Company trader that refuses to answer your signal might be hosting a writhing community of Guests Ooh, I really would like this scenario to be possible in-game. Remember how the peaceful NPC ships in Sunless Sea could only be interacted with by combat? It might be cool to see a "signal" ability, which would provoke on-screen non-hostile locomotives to pull alongside ours and open a little interaction page. Buy up to one unit of supplies and/or fuel (or larger amounts and one or two sorts of trade good, for larger locomotives), trade a story (salon-stewed gossip, tale of terror, zky-ztory, vision of the heavens) for a random other story, maybe get a little terror reduction. Some sort of incentive to not attack peaceful NPCs on sight, and a way for Guests to lure us in...
-- Perhaps our role on this planet is not to worship God — but to create Him. —Sir Arthur C Clarke
Lionel Anchovies. Character on indefinite hiatus.
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+5
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 Anchovies Posts: 421
12/17/2017
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Excuse me? Three-shot spread? Why do the NPC locomotives get cooler weapons than us
-- Perhaps our role on this planet is not to worship God — but to create Him. —Sir Arthur C Clarke
Lionel Anchovies. Character on indefinite hiatus.
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+3
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 FailbetterFuzz Administrator Posts: 232
1/24/2018
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A Parliament of Hounds wrote:
Triple agree with this - I want to get tangled up in a run-on sentence, escape pursuers by swinging around the tail-end of a 'voluminous' or 'simpering'.
👏 I guess this would suit our beautifully sinister style wouldn't edited by FailbetterFuzz on 1/24/2018
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+3
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 illuminati swag (Benthic) Posts: 137
12/17/2017
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The Guests were the 300,000 pound stretch goal for Sunless Skies, I'm surprised but impressed that it's been implemented to some degree already. Here's the text for the stretch goal:
The Guests are recent arrivals to the High Wilderness. They keep to the skies, avoiding ports. Some say they are cunning; others that they are shy. Some say they are drawn to mirrors. Probably best to turn yours to the wall, just in case.
The Guests crave the particular warmth associated with places that have been lived-in - they like stoves, and keepsakes, and knicknacks. A wriggling colony of them will fill a locomotive like a snail fills its shell. Be careful. That Windward Company trader that refuses to answer your signal might be hosting a writhing community of Guests, growing ever-more frantic for a new home as theirs grows cold.
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+2
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 Nanako Posts: 536
12/18/2017
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Anchovies wrote:
illuminati swag (Benthic) wrote:
Be careful. That Windward Company trader that refuses to answer your signal might be hosting a writhing community of Guests Ooh, I really would like this scenario to be possible in-game. Remember how the peaceful NPC ships in Sunless Sea could only be interacted with by combat? It might be cool to see a "signal" ability, which would provoke on-screen non-hostile locomotives to pull alongside ours and open a little interaction page. Buy up to one unit of supplies and/or fuel (or larger amounts and one or two sorts of trade good, for larger locomotives), trade a story (salon-stewed gossip, tale of terror, zky-ztory, vision of the heavens) for a random other story, maybe get a little terror reduction. Some sort of incentive to not attack peaceful NPCs on sight, and a way for Guests to lure us in... I want this so much. Have you played A House of Many Doors? It's pretty great for this. Every monster and enemy ship opens a little storylet that explains their motivations, and sometimes offers opportunities for peaceful trade or to avert combat. It works amazingly well to inject some narrative into things
-- 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
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+2
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 Nanako Posts: 536
12/16/2017
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Oh my, i killed it!
I reloaded and went back to the same spot, it was there again. But this time it seemed to have spawned inside a rock and was stuck. I wasted no time exploiting this bug by blasting at the little part of it still poking out
Spoilers below:

I went for the third option, success on searching for valueables

Honestly, i still have no idea what that was. It seemed a bit tougher than a normal ship
-- 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
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+1
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 Nanako Posts: 536
12/17/2017
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humm, so there's more to learn? best not tell for now, i like surprises
-- 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
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+1
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 Sam Stephens Posts: 73
12/17/2017
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Fair enough. May all manner of thing be well with you!
-- Hello, delicious friends! I can be found here: http://fallenlondon.storynexus.com/Profile/Sam%20Stephens
I'm open to all non-menacing social actions. I particularly enjoy a good mystery. I'm also a Corespondent who can teach at your Orphanage.
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+1
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 illuminati swag (Benthic) Posts: 137
2/1/2018
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FailbetterFuzz wrote:
Anyone else encountered these nasties yet? Just fought an infested Tackety outside the Nature Reserve. Pretty scary, but not all that hard to kill when there was only one. The spread on the projectiles means that it has a tendency to miss if you're not up close, so a cautious strategy of keeping your distance with a pair of Jerusalems is very effective. That said, the cautious strategy does cost fuel and supplies, and lead to a good amount of heat generation via dodging, so fighting more than one of them, or fighting one alongside anything else, would be a tricky proposition (indeed, fighting more than one of anything is a tricky proposition - I've managed to just barely beat two Reach Marauders, but it wasn't easy). When you add in that dodging one shot could lead you straight into one or two of the shots fired by the other, the prospect of fighting multiple Guest-infests becomes rather terrifying. Luckily I haven't run into more than one of them, so I was able to kill it and survive, even though a bad dodge ran me into two of its projectiles at once and nearly (but not quite) killed me.
The rewards for beating it were very nice, I failed on exploring and lost some crew but still made back enough money to pay for the fuel, supplies, hull etc. I spent fighting it. Overall, very well done. It's threatening enough that I wouldn't want to fight it with low anything, but it's definitely possible to beat it by careful dodging and good weapon choice.
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 Malcolm Harris Posts: 35
1/10/2018
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Nanako wrote:
I want this so much. Have you played A House of Many Doors? It's pretty great for this. Every monster and enemy ship opens a little storylet that explains their motivations, and sometimes offers opportunities for peaceful trade or to avert combat. It works amazingly well to inject some narrative into things
Have you posted any longer writeups of your thoughts about AHoMD online? It's a fascinating game that makes for a lot of interesting comparisons with Sunless Sea.
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 Nanako Posts: 536
1/12/2018
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Malcolm Harris wrote:
Have you posted any longer writeups of your thoughts about AHoMD online? It's a fascinating game that makes for a lot of interesting comparisons with Sunless Sea.
I really should, and i've been meaning to. I have talked about it extensively, but much of that has been in personal conversations with friends. It's a breathtakingly vast and well written game, though it sadly suffers from flaws in the interregnum. Bland exploration, bugs aplenty, slowpaced combat. It's got a lot of flaws, but they're well worth suffering through for the sweet narrative goodness hidden within.
I've been meaning to write a review, but my steam account doesn't technically own a copy. Though i have created at least five sales through evangelizing about it
-- 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
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+1
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 Ludovide Posts: 33
1/13/2018
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I’m going to voice my support for text collision. But only as a shocking surprise in the far edges of elutheria. Or when your terror gets too high. Something that is exciting to discover.
-- Check out my character, they're open to most social actions and I'm really into roleplaying: http://fallenlondon.storynexus.com/Profile/Ludovide
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+1
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