Sleipnir

Sleipnir



28 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
In the future, the merchant will go to the market room, and leave things there. Hopefully that will alleviate some of that travel time and would avoid giant mounds of Ren to go and collect.

Re carry capacity, it is determined by the carrying skill. I've implemented a back slot, for backpacks, which would increase the carry amount. It's disabled for now as I haven't created the bag items. But it will give bonuses to carry if you equipped a backpack.

Having a difference between item size and how that fills containers and inventory slots is a good idea and it's something which is suggested a lot. I would like to implement something like this, but it would be quite complicated. It would require more UI to communicate the difference in item size as well as an even more elaborate and dynamic carrying system under the hood. Both of which are already complicated as heck. I'm not saying I won't add that, but I want to try out a few easier solutions first.

This l... Read more

26 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
Haha! Thanks so much Kyrros! I appreciate this clear feedback.

The stone tools should be showing up in the smithy function after researching Stonework now. If they are still not, then there's likely a bug that I'll need to fix. Thanks for being patient with this. I've neglected the progression over the last couple weeks to focus on the entity state stuff, but am going to focus more on it now.

Cheers!
Post
Hey there,

Here are the notes for some fixes I just uploaded. A couple save/load issues fixed in here.

-Fixed a bug where the main menu screen would still be visible after loading into a previous save.
-Fixed a bug where settlers were not doing their idle movements.
-Fixed a bug where the error popup window was not centered. >:|
-Fixed a bug where settlers could walk around after dying.
-Fixed a bug where the game could crash on save after issuing a move order.
-Fixed a bug where the season index wasn't being saved. This could cause some longer term season issues.
-Added top bar statuses for drowning and void sickness.
-Fixed a bug where workers could get stuck trying to path to a missing work point. This would appear as them standing around trying to get to a started job.
-Fixed a save/load bug related to entity diets.
-Added stone anvil prop.
-Fixed a bug where entities could get stuck equipping items.
-Fixed a bug where a... Read more
Comment
    Sleipnir on Steam Forums - Thread - Direct
It *could* be but my instincts tell me no. The resting flicker isn't really a bug. Rather, it's the underlying state machine cycling through various states which is perfectly acceptable as that's how it checks the entity's priorities. And, when the entity is in the idle state for 1 frame, the resting status is added. I just need to delay the resting status so it is only added when they are idling for longer.
That said, I'll do some testing in this area just to be safe.

25 Oct

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Hello friends!

Thanks for waiting a couple weeks for this patch. I received so many bug reports and notes of feedback that I needed to take a bit longer to get this patch completed.

The main points of focus for the patch were entity state issues (starving, drowning, dying of thirst, freezing, etc.) and the room editing window. The state issues should mostly be fixed up, but I'm sure there will still be the odd occurrence of someone getting stuck, or bugging out. It's tough for me to find every little edge case during my own tests. It will get better and better as I address each bug report, so thanks for the patience with that stuff.

And, as for the room edit window, I've optimized it a bunch to not be so laggy. Plus, I've improved the feedback to communicate what players need to get a room working. i.e., if they don't have someone with the right skill in the room, don't have the right props, don't have an owner group assigned to a function, etc. I have a lot ... Read more
Comment
    Sleipnir on Steam Forums - Thread - Direct
Nice work you cheater! Haha jooooking. Glad you found the command!
Comment
    Sleipnir on Steam Forums - Thread - Direct
I'm working on this. Sorry about that! Should be alright for the next patch coming in tomorrow.

21 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
Thank you for the feedback. I'll try to add a command like that.

20 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
There's a remove/clear job in the jobs menu. :)

19 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
I'm guessing you are on the beta? If so, that is a known bug and I have a patch coming in for them this week to address this. Sorry for the issue!

17 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
It's a bug in the live version. The next version changes taming a bit, so it won't be a problem once it's out of beta. Sorry for the inconvenience!

16 Oct

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Hello everyone!

Today's post will be short and sweet to update you on what I'm working on.

Two weeks ago the beta build went live and I've mostly been focused on all the bugs that have been reported. There are... a few. That has been keeping me real busy. Special thanks to everyone that has been helping out with that! All those bug reports are invaluable. There are some nasty issues with the multitude of ways settlers can die. It's mostly a tuning issue, but I am addressing the lack of feedback as well as some strange cases where settlers just ignore important, life saving items. The entity state machine is pretty complicated, so there's no one panacea for this type of issue. It simply comes down to finding edge cases and tuning various stats. We'll get there!

Aside from major bugs, I've reserved some time to work on the room edit screen. This screen is one of the most important in the game, so I want to polish it quite a bit. I've spent some time cleaning up... Read more

10 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
I'm tracking down the reason why they are not sleeping in their beds properly. They should be going to the bed to sleep.

Regarding cooking, is one of the owner groups assigned to the fireplace function?

08 Oct

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0.10.0.2 has been uploaded!

Here are the patch notes:

-Tuned food and water items to give a larger instant refill.
-Optimized some UI elements to help reduce drops in FPS.
-Fixed a bug where settlers would not do life saving jobs. i.e., not build a torch when needing to warm up.
-Fixed a bug where job progress was being reset to 0 when an entity walked through it.
-Fixed a bug where plants weren't saving if an item was spawned on the same tile.
-Tuned plants to reproduce naturally at a slower rate.
-Fixed a bug where settlers couldn't find a heat source if it was too far away.
-Added the Warmed status for entities that have warmed up at a heat source. This reduces the cold tolerance for a brief period.
-Added the Wounded status which lowers entity energy at a faster rate. The intention is to have them sleep earlier to heal missing HP. Once HP is full, the wounded status goes away.
-Fixed a bug where entities with buffed HP max would... Read more

06 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
Not a dumb question at all! Zones are no longer a thing. Instead, you have two options:
-Place a 'storehouse' room and edit the room's item specifications to what you want.
-Place a room and add the 'storage' room function. This can be added to any room. In fact, any of the room functions can be mixed and matched to suit your needs.
Fair warning, there are several nasty bugs with rooms that I'm fixing right now. So, apologies if you encounter some issues as there are a few. I've also got it on my list to add priorities for these various room functions, but I need to clean up the UI and such first.

05 Oct

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Hey everyone! Thank you for testing and reporting issues for the buggy beta build. It means a lot. I've just uploaded a new version with some fixes for various things.

I'm still figuring out an issue with pathfinding which makes it so entities always think they're in combat with underground enemies. I've temporarily disabled the underground tomb discovery to avoid this while I fix the real problem.

Before I list the patch notes, let me explain the next steps for beta. My main priority is fixing serious game breaking issues. There are a few but we'll get there. Plus, I want to fix a lag issue that's coming from the UI. The FPS drop some of you are seeing is from this. I'll need to optimize a few windows to improve frames. Once those bigger issues are somewhat out of the way, I'll focus on tuning/balancing, adding in disabled scenarios, and changing/fixing things that are annoying based on feedback. I know there's a progression issue with how Ancients unlock summoning.... Read more
Comment
    Sleipnir on Steam Forums - Thread - Direct
I'll be putting out a patch today to address this. Sorry for the issue.

For future bug reports/issues, would you mind posting in the thread:

Beta 0.10.0.0 Bugs

I'm trying to keep the issues organized by version so things don't get confusing between production, and the various beta versions.

Thank you

04 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
That's an oversight on my part. I've changed this so it's part of the Summoning 1 research. The change will be in the 0.10.0.1 patch.

Thank you mentioning this!
Comment
    Sleipnir on Steam Forums - Thread - Direct
Place down a Forge room, then, under the Smithy room function, select Auto Jobs. This should show you the bronze ingot job if you've unlocked the blueprint from the tech tree.

03 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
Have you unlocked the blueprints from the tech tree (found in the Saga screen)?