Craft The World Forum

Main Category => Beta-test => Topic started by: Annieway on 21 April 2015, 12:57:32

Title: Beta-test of the 4th world
Post by: Annieway on 21 April 2015, 12:57:32
Describe the bugs in details, please.
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 21 April 2015, 21:22:35
As a first reply:

All my previous saves are gone - but since i don't play campaign it's not a problem to me and i like starting new games ;)

Now my first look was for sandbox, 4th world of course. Very nice.

But now the "but":

I checked for shop, the new items have no name, instead it says "NOT_FOUND"
just 2 images
not complete list but mostly all the new items say that in inventory as well as in shop.
Can it be because i play german version? (Edit: Yes. See attachement)

(http://cloud-4.steamusercontent.com/ugc/530639219293713843/13DB979481D551B2B9E1F69697AF7AF994A7D07E/1024x576.resizedimage)
(http://cloud-4.steamusercontent.com/ugc/530639219293654930/117A83051863B167D5537879C013879C88867B21/1024x576.resizedimage)



and the BRICK-FENCE still to cheap:
it must be shop_cost 2, shop_count 1
but it's vice versa currently 
(http://cloud-4.steamusercontent.com/ugc/530639219293656567/E4470B24FA69BBED017404991BCA27EF784D1B99/1024x576.resizedimage)


I'm wondering a little bit: where did I get those 5 coins...

Very nice:
totem changes + the iron door is named correctly now :)


+ please change for german version back to the old label for the craft-menu-button:

It was "Lager" in the old days (which means storage, stockpile and that was good!)
- but now it's "Fertigen" - which means "finish something" - it would have to be "Anfertigen" to be correct. And most of the stuff in inventory is already done crafting, so "Lager" makes much more sense.


-after reaching level 5 goblin appeared and some orcs. They are much to strong and to many. I've spent my coins for health potions but useless, 5 dead dwarves & 15 potions wasted.
 This not fun. Perhaps I should not have attacked that Shaman...?!?


Anyway i made myself a german translation for the new items & shamans text - using the english version as a template.
See attachement

Title: Re: Beta-test of the 4th world
Post by: ehyder on 22 April 2015, 00:37:49
Seems to be no mac version of the beta. When the beta file updates it still shows the previous version number and no new world. I was hoping new updates would indicate the OS. Then I would not get all excited, and then disappointed. :(
Title: Re: Beta-test of the 4th world
Post by: Annieway on 22 April 2015, 12:16:24
Seems to be no mac version of the beta. When the beta file updates it still shows the previous version number and no new world. I was hoping new updates would indicate the OS. Then I would not get all excited, and then disappointed. :(
Mac version will be a bit later, sorry :(
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 22 April 2015, 13:32:42
Just tested: if i attack the shaman using fireball or magic explosion he does not react but i think it should be counted as an assault. Did not try cast onto the deity but in this case deity should go mad.

ps. 5 ladders cost still same as 5 wood but need 10 wood to craft them. Especially with this wood shortage on new world it's remarkeable.


To craft gunpowder it should need the millstone!
Title: Re: Beta-test of the 4th world
Post by: Annieway on 22 April 2015, 14:52:00
Just tested: if i attack the shaman using fireball or magic explosion he does not react but i think it should be counted as an assault. Did not try cast onto the deity but in this case deity should go mad.

ps. 5 ladders cost still same as 5 wood but need 10 wood to craft them. Especially with this wood shortage on new world it's remarkeable.


To craft gunpowder it should need the millstone!

Shaman has magic resist now.
5 ladders cost same as 5 wood, BUT if you disassemble this ladders you'll get half of resources of this ladder.
About millstone, personally I think that this will make gameplay boring. What do you think about that?
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 22 April 2015, 18:06:03
millstone for gunpowder were an additional chance for the miller-skill to increase.

;) wood & ladders, 5 for 1 coin? ok, let's say he sells used ladders...

But i reply because of 2 bugs:

1. VERY BAD:
 if one dwarf places some dirt where another dwarf moves to at same moment, the dwarf gets killed if he jumps/runs into the space to be filled.
It happened in my case if dwarves do this placing dirt on their own, not in manual-control-mode.
Heavy gamebreaker in perma-death-games...
I suspect you changed dropping sand to kill dwarves now? Seems it glitched out.

wanted to make screenshots thereafter but strangely steam uploads only blackness today :(
It happened when i tried to flatten the surface, by filling a horizontal row of around 10 to 15 foreground-blocks - background was already filled, Portal-spell was casted nearby, so dwarves came in an out in a high frequency.

 3 dead this way within a few seconds - not just once so it reduced my team from 10 to 7!

There's only a russian symbol  - guess means "dwarf dead". If click onto it the camera jumps up into the sky (0,0?)


2. If dwarf works on a backgroundblock where is a ladder at foreground also, they need very very very ... long to do the job. If its 2 hits with a steel-pick to replace stone with stonewall on a ladder they need like 20 hits to replace the stone behind ladder as long as dwarf is on the same ladder (wooden ladder in this case). I'm not sure if it has to do with elevator-shaft (all my elevator-shafts are laddered) or with the wooden ladder itself.
Also to remove the ladder in elevator-shaft needed much longer than usual.
Do ladders (or elevators  or both together?) have a setting that influences working-speed now?


***

Giant ants now attack anything- also black fluffy within theirs nest. But I'm ok with that as long as they will attack towers too
Appearance of ants "a little late" now. Or is it the distance to small?


Btw. nice 3rd-backwall-job!

Played sandbox, first world today on easy
 (i don't like the blue plastic-dirt and i wanted a casual experience, the 4th world is a little to hard)

There drop recipes for mushroom-dishes but i have not found any mushrooms in first world yet- but i'm not very deep so far.

__________________________________

Second goblin-camp in 1st world appeared, the message of discovering new creature (goblin-shaman) appeared then  - even I've killed him previously in this game.
Also i got the impression the goblin-creatures-graphics of the 2nd appeared camp were different than the usual "old" goblins from 1st world.

Portal-message-icon is in russian too - should be displayed a little longer so can click onto.
Perhaps better use icons without any words on it (skull, saber...)

__________________________________

another 4th-world-impression: to many slugs. 50% of the current amount would be enough.

 8) Can we craft parachutes for our dwarves too/ obtain them from killed orcs? Use automatic if falling-height > 3, enough time to open - but won't avoid slipping of a cliff 3 or less deep


+++

one more: i had a typo in the shaman_dialogs.txt (german version)
this is the corrected (goes to ...\Lang\German\data)
 
Title: Re: Beta-test of the 4th world
Post by: wetware05 on 22 April 2015, 22:45:37
The dwarves die (disappear without the typical process of dying) passing through certain walls or terrain. Also sometimes when falling from high and visually penetrate the field below.

 Although it is set to normal level, it is difficult because it is not easily get wood to advance quickly in the tech tree. Plus it costs too much to cut the trees and mushrooms, so the process is very slow (little wood cutting and complicated. The sum of the two becomes too difficult to start dwarves always kill you, then do not have time to create a shelter.)
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 22 April 2015, 23:46:01
Although it is set to normal level, it is difficult because it is not easily get wood to advance quickly in the tech tree. Plus it costs too much to cut the trees and mushrooms, so the process is very slow (little wood cutting and complicated. The sum of the two becomes too difficult to start dwarves always kill you, then do not have time to create a shelter.)

I agree.
 
It's really hard to get on wood but more hard is the enemies.
Also hunger of dwarves seems much higher in 4th than in 1st world. But can not afford the wood for a second table and the workbench is of no use without wood...

Even if playing on "Easy" i felt it was very hardcore so the current "Easy" in 4th world already harder than "Normal" in the first world of previous version.
The "Normal"-setting feels like "Nightmare in desert" already.
 If i choose "Easy" i want a casual game.
 "Normal" should be challenging but not frustrating.
 75 to 80% of the current enemy health/strength would serve.



And: if enemies have their feet in water, dwarves often ignore that this enemy is marked to attack.

+ dwarves still immure the resources behind the solid foreground-blocks when replacing blocks (any, fore- or background) . as  i reported already with previous version.
Title: Re: Beta-test of the 4th world
Post by: Annieway on 23 April 2015, 12:05:24
millstone for gunpowder were an additional chance for the miller-skill to increase.

;) wood & ladders, 5 for 1 coin? ok, let's say he sells used ladders...

But i reply because of 2 bugs:

1. VERY BAD:
 if one dwarf places some dirt where another dwarf moves to at same moment, the dwarf gets killed if he jumps/runs into the space to be filled.
It happened in my case if dwarves do this placing dirt on their own, not in manual-control-mode.
Heavy gamebreaker in perma-death-games...
I suspect you changed dropping sand to kill dwarves now? Seems it glitched out.

wanted to make screenshots thereafter but strangely steam uploads only blackness today :(
It happened when i tried to flatten the surface, by filling a horizontal row of around 10 to 15 foreground-blocks - background was already filled, Portal-spell was casted nearby, so dwarves came in an out in a high frequency.

 3 dead this way within a few seconds - not just once so it reduced my team from 10 to 7!

There's only a russian symbol  - guess means "dwarf dead". If click onto it the camera jumps up into the sky (0,0?)


2. If dwarf works on a backgroundblock where is a ladder at foreground also, they need very very very ... long to do the job. If its 2 hits with a steel-pick to replace stone with stonewall on a ladder they need like 20 hits to replace the stone behind ladder as long as dwarf is on the same ladder (wooden ladder in this case). I'm not sure if it has to do with elevator-shaft (all my elevator-shafts are laddered) or with the wooden ladder itself.
Also to remove the ladder in elevator-shaft needed much longer than usual.
Do ladders (or elevators  or both together?) have a setting that influences working-speed now?


***

Giant ants now attack anything- also black fluffy within theirs nest. But I'm ok with that as long as they will attack towers too
Appearance of ants "a little late" now. Or is it the distance to small?


Btw. nice 3rd-backwall-job!

Played sandbox, first world today on easy
 (i don't like the blue plastic-dirt and i wanted a casual experience, the 4th world is a little to hard)

There drop recipes for mushroom-dishes but i have not found any mushrooms in first world yet- but i'm not very deep so far.

__________________________________

Second goblin-camp in 1st world appeared, the message of discovering new creature (goblin-shaman) appeared then  - even I've killed him previously in this game.
Also i got the impression the goblin-creatures-graphics of the 2nd appeared camp were different than the usual "old" goblins from 1st world.

Portal-message-icon is in russian too - should be displayed a little longer so can click onto.
Perhaps better use icons without any words on it (skull, saber...)

__________________________________

another 4th-world-impression: to many slugs. 50% of the current amount would be enough.

 8) Can we craft parachutes for our dwarves too/ obtain them from killed orcs? Use automatic if falling-height > 3, enough time to open - but won't avoid slipping of a cliff 3 or less deep


+++

one more: i had a typo in the shaman_dialogs.txt (german version)
this is the corrected (goes to ...\Lang\German\data)
 

Bug with dying dwarf already fixed.
About Giant ants - this is how it should be.
The 4th world should be the most hardest level we have in the game.
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 23 April 2015, 13:37:00
...
The 4th world should be the most hardest level we have in the game.

Challenging is ok, but it's frustrating if dwarves get slaughtered because the world is so brutal and since there are no resources it's just watching them starve and die. Not entertaining.
...
About Giant ants - this is how it should be...

Really that late? I mean the nest pops up all of a sudden when dwarves come 3 blocks or closer to the nest-position. It's like half an hour watching the cave- nothing happened- seems safe to open. Enter cave and while a dwarf stands there the nest and the ants appear. The old way, that the nest gets activated as soon as the map nearby is opened was better since one could hear the ants sound.

And if ants build new nests now (i don't know if they do) then they should do it after a certain timespan with no visitors in that area  but not if dwarves come near.
Title: Re: Beta-test of the 4th world
Post by: Annieway on 23 April 2015, 14:55:06
...
About Giant ants - this is how it should be...

Really that late? I mean the nest pops up all of a sudden when dwarves come 3 blocks or closer to the nest-position. It's like half an hour watching the cave- nothing happened- seems safe to open. Enter cave and while a dwarf stands there the nest and the ants appear. The old way, that the nest gets activated as soon as the map nearby is opened was better since one could hear the ants sound.

And if ants build new nests now (i don't know if they do) then they should do it after a certain timespan with no visitors in that area  but not if dwarves come near.

Hm, no, i was talking about :)
Quote
Giant ants now attack anything- also black fluffy within theirs nest.
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 23 April 2015, 15:03:03
That ants now attack all creatures was in the update news by Bytebreaker. I shouldn't have mentioned it.
I was just hoping for ants (and dragons also) that they will not ignore the archer-towers nor teslas any more (came not that far to test this) and these creatures will try to destroy the towers now instead of being killed defenseless (avoids "XP-farming" since the creatures respawn)
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 23 April 2015, 15:51:48
just one small impression about portal-spell now

due longer logging times now portal-spell-timer-time appears to be short.

Floating islands - but dwarves stand up there and dream instead of returning to the base instantly if nothing near portal to do - forces either to recast a new portal or make him manually drop of the island and send him to bed ;)
(that's why i thought of a parachute for my dwarf)

Dwarves should prefer standing around at positions near the shelter and avoid positions far from home.

Title: Re: Beta-test of the 4th world
Post by: Annieway on 23 April 2015, 17:21:06
just one small impression about portal-spell now

due longer logging times now portal-spell-timer-time appears to be short.

Floating islands - but dwarves stand up there and dream instead of returning to the base instantly if nothing near portal to do - forces either to recast a new portal or make him manually drop of the island and send him to bed ;)
(that's why i thought of a parachute for my dwarf)

Dwarves should prefer standing around at positions near the shelter and avoid positions far from home.

We'll think about that :)
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 23 April 2015, 17:44:07
1.1.002b - did not test immediately when it came out but now i saw at first sight: map-generation, (first world, large, sandbox-mode, normal)

Sand is missing and no loose stone-heaps at surface - just the mountains and below the lakes are stone - everything else is homogenous dirt.

EDIT:
Also no wheat!

Went through all 4 worlds now: Stones nowhere at surface
1st world: all dirt
2nd world: all snow
3rd world: all loose sand except oasis
4th world: all dirt (please give it another color-tone - more like brownish-purple... RGB(96,62,96) )
Title: Re: Beta-test of the 4th world
Post by: Annieway on 23 April 2015, 18:04:25
1.1.002b - did not test immediately when it came out but now i saw at first sight: map-generation, (first world, large, sandbox-mode, normal)

Sand is missing and no loose stone-heaps at surface - just the mountains and below the lakes are stone - everything else is homogenous dirt.

EDIT:
Also no wheat!

Went through all 4 worlds now: Stones nowhere at surface
1st world: all dirt
2nd world: all snow
3rd world: all loose sand except oasis
4th world: all dirt (please give it another color-tone - more like brownish-purple... RGB(96,62,96) )

Please, update the game now. We've got hot hot fix speacial for you
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 23 April 2015, 19:40:53
thank you :) - already started to get withdrawal-effects

NEW BUG (minor glitch)

casting portal-spell at position where is wheat growing - wheat disappears at this position
Title: Re: Beta-test of the 4th world
Post by: ehyder on 23 April 2015, 19:55:51
No mac hotfix that I see.
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 23 April 2015, 22:36:54
my savegame keeps on crashing to desktop :(

I tried already disabling the systems pagefile (did help in previous versions) but no success.

Crash within 5 seconds after starting the game.


Edit: (attachement removed)
Title: Re: Beta-test of the 4th world
Post by: Annieway on 24 April 2015, 12:41:09
my savegame keeps on crashing to desktop :(

I tried already disabling the systems pagefile (did help in previous versions) but no success.

Crash within 5 seconds after starting the game.


attachement:

Already fix this problem.

About Mac, the fix is not ready yet.
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 24 April 2015, 15:58:48
ok, guess i can remove the 500kB-attachement above then.

Something else about properties of "pistol", "rifle" and "heavy_rifle" where I wonder about:

I was studying \data a little while waiting for next fix to plan how to deal with those multi-line-statements inside xml-files for a possible plugin-editor and i saw "accuracy" is highest at the weakest weapon ( pistol 0.8 ) but lowest at the best weapon. ( heavy_rifle 0.5 ) (craft_resources.xml)

Does it mean that accuracy-value is the chance to miss the target (misleading name) or are the more powerful weapons less accurate? 
Title: Re: Beta-test of the 4th world
Post by: Annieway on 24 April 2015, 16:33:51
ok, guess i can remove the 500kB-attachement above then.

Something else about properties of "pistol", "rifle" and "heavy_rifle" where I wonder about:

I was studying \data a little while waiting for next fix to plan how to deal with those multi-line-statements inside xml-files for a possible plugin-editor and i saw "accuracy" is highest at the weakest weapon ( pistol 0.8 ) but lowest at the best weapon. ( heavy_rifle 0.5 ) (craft_resources.xml)

Does it mean that accuracy-value is the chance to miss the target (misleading name) or are the more powerful weapons less accurate?
Yes, it means that more powerful weapons are less accurate.
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 24 April 2015, 16:46:37
damn, then my translation for the heavy rifle was wrong. I made a sniper-thing out of it for the germans.


Also i have corrected typos and changed the title of the pennants to from "Schwarz-Weisses Banner" to  "Banner" only (color not matters for a long time already)

Hope not to late.

attachement goes to \Lang\German\data\Local
Title: Re: Beta-test of the 4th world
Post by: wetware05 on 24 April 2015, 16:52:40
Hi

   I still think that this level is too complicated. There is almost no water (the "islands" top prevent hardly get water directly below, there be ingenious to make up channels to make water fall in a pond prepared below.) Or wood, or rocks (necessary one and others to build roofs and resistant soils, where all matter becomes sand. A large majority of resources, of which there is little, lost buried.)

   On the other hand looks like a sequel to "Craft the world", so different that's the whole concept (the world's largest vertical and not in the horizontal, the programmed attacks are more acceptable, the concept of giant demon turns matter into sand). Anyway the generosity of the game designers for this special level is appreciated.
Title: Re: Beta-test of the 4th world
Post by: Annieway on 24 April 2015, 17:22:49
Hi

   I still think that this level is too complicated. There is almost no water (the "islands" top prevent hardly get water directly below, there be ingenious to make up channels to make water fall in a pond prepared below.) Or wood, or rocks (necessary one and others to build roofs and resistant soils, where all matter becomes sand. A large majority of resources, of which there is little, lost buried.)

   On the other hand looks like a sequel to "Craft the world", so different that's the whole concept (the world's largest vertical and not in the horizontal, the programmed attacks are more acceptable, the concept of giant demon turns matter into sand). Anyway the generosity of the game designers for this special level is appreciated.
Thank you! We will think about the difficulty of this level.
Title: Re: Beta-test of the 4th world
Post by: wetware05 on 24 April 2015, 21:10:46
Hi.

Well, the end was not so hard !, had to kill only one devil; there were the five pieces of the portal. On that side is easy. Bug: Ask mission collect some skeletons, but at this level there are no skeletons. It would be interesting once it has opened the portal, which gives you the option to end the new disposiitivo of time for which the giant devil appears (has taken him very angry and want to destroy it!)

 Perhaps as a way of facilitating level, the "forest" spell should have before being able to at least get wood quickly.

 You may also parts of the portal should be in the villages of enemies that are underground.
Title: Re: Beta-test of the 4th world
Post by: ehyder on 24 April 2015, 22:04:49
I think the difficulty is pretty reasonable. It is a definitely harder at the beginning because of the wood and chitin (especially) collection, and takes a lot more time to work through the Tech Tree. I found water collection not to be too bad. In fact in my first game, with normal weather, I had more trouble not being able to clear out the accumulated water since I had no buckets. In my next attempt I used rare weather, and while water collection has been more challenging it is doable. I do agree that 'normal' difficulty on this world, like the desert world, is much more difficult than the forest world.

It may be that you want to change the definition of 'normal.' Is 'normal' difficulty supposed to be the same across worlds - I think a lot of folks might expect this - or should you be more clear that normal difficulty ramps up by world, even in custom mode? This second definition of 'normal' in difficulty progression makes sense in campaign, I am less sure about using 'normal' that way in custom mode.
Title: Re: Beta-test of the 4th world
Post by: ehyder on 24 April 2015, 22:06:31
Cross post from Steam -- A cave beast dropped into my shelter and decided to fly around: flying cave beast (https://drive.google.com/file/d/0B5Gewu-3qhdAS2hsQnFlMjIzTkE/view?usp=sharing). It may be hard to see how strange this looks from the picture. What happens is that the beast flies west until it reaches the wall, turns around and runs to the east as far as it can go, turns around and flies west. Repeat.
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 24 April 2015, 23:00:45
....
It may be that you want to change the definition of 'normal.' Is 'normal' difficulty supposed to be the same across worlds - I think a lot of folks might expect this - or should you be more clear that normal difficulty ramps up by world, even in custom mode? This second definition of 'normal' in difficulty progression makes sense in campaign, I am less sure about using 'normal' that way in custom mode.
I think it's only possible to select difficulty in custom mode. If it's difficult in campaign then its the campaign itself and it's ok since it increases with each level.

But if you select a custom game then difficulty should mean what it says.
And "Normal" to me means, challenging, take care for your steps - not too casual but neither getting frustrated.
If i want to see my dwarves blooding i select "Nightmare".
Title: Re: Beta-test of the 4th world
Post by: ehyder on 25 April 2015, 00:20:46
I think it's only possible to select difficulty in custom mode. If it's difficult in campaign then its the campaign itself and it's ok since it increases with each level.

You are correct, you can only select difficulty in custom, but difficulty does show up as a description in campaign mode. I am trying to understand if the difficulty description that shows up in campaign (easy for forest, normal for ice and desert, hard for underground) is what is supposed to be represented by the difficulty options in Custom Game. My assumption has always been yes, but maybe my assumption is incorrect.

It is my experience that, in custom games, normal difficulty on Forest is much easier than normal difficulty on the other worlds, normal difficulty on the ice world is easier than normal difficulty on the desert world, etc. For me the difference in 'normal' difficulty between these worlds is primarily due to constraints on resources and weather conditions, which, I think, is not clearly reflected in the concept of 'normal' difficulty across world types. I am not saying it needs to be changed necessarily, but perhaps some clarification would be useful, especially for newer players.
Title: Re: Beta-test of the 4th world
Post by: ehyder on 25 April 2015, 00:34:03
I have had this issue before in some of my other play throughs, but with the altar on the 4th world, this game mechanic has been a pain. If you have a dwarf replace a block there is a very short period where the original block space is empty. During this very short period creatures can fall or climb into the block, or if you are really unlucky something will spawn in that space. At that point whatever dwarf is tasked with replacing the block will go into an endless loop to try to replace it. While this event is annoying, the player can adjust by killing/mining whatever is occupying the block and/or clearing the replace block action.

Fourth world: made the mistake of trying to collect some of that sand conveniently provided by Takmak by replacing the sand blocks with my abundant dirt blocks. Of course the shaman decides to occupy a block the dwarf is replacing. Let's just say canceling the replace block action while not selecting the attack the shaman action was a bit challenging. Now the empty block is still there with shaman and friends since Takmak has nicely given me some goodies after my donations. I call this one, not too creatively, 'Everyone wants to be in the hole in the ground.' (https://drive.google.com/file/d/0B5Gewu-3qhdAcDJXTzdzRTNsc0E/view?usp=sharing)

I will probably try to clear out that hole once I get better gear. Until then it is party time.
Title: Re: Beta-test of the 4th world
Post by: ehyder on 25 April 2015, 03:17:33
Can you change the graphics on the Saber of Cave Goblins to distinguish them from each other? I have four sabers, two of them are stacked showing two in inventory (20 damage), and there are two other sabers with their own inventory slot (25 damage, and 40 damage). Maybe different colored handles/blades, more/less teeth?
Title: Re: Beta-test of the 4th world
Post by: ehyder on 25 April 2015, 22:24:24
Notes on v1.1.003b custom game, tech tree, rare weather, normal, on a Mac:
Takmak
Rifles
Goblins
Skeletons - none found after 17.5 hours of play. Did find three goblin camps, four ant colonies, three dragons, and the portal guardian. I am sure there are more hidden rooms, but still.

Suicidal dwarf behavior
Tech Tree - definitely an improvement but a player still has to make too many items that you do not really care about and use up scarce resources. There is a thread on Steam devoted to this so I will not go into detail here.

Monster portals - very hard to know where the monsters are coming from. It is dark and the icon still goes away too soon. I do see you increased the time but I think it would be better to leave the icon on the screen while the monsters are still dropping in from the portal. I am also having trouble tracking down all of the monsters that come through the portal, which means I am not usually able to get the extra xp for getting rid of the entire wave. Some of the wave seem to wander off or not bother to come all the way down from an island.

Tesla towers do not stack.

Portal spell management - This is more of a wish list item and not beta-specific. I would like to be able to start from the home portal and move the screen to where there is an open portal. This would make it a whole lot easier to check on dwarf operations. So maybe something like, click on the portal next to the storehouse and a menu would pop up with options to go to any of the open portals. The menu names can be as simple as portal 1, portal 2, etc. Better tagging would be nice but I cannot think of a reasonable naming method other than numerical; the portals are too ephemeral for persistent naming. Translation: the portals come and go too frequently to put much effort into naming them.

Steel ladders are awesome.
[/li][/list]
Title: Re: Beta-test of the 4th world
Post by: wetware05 on 26 April 2015, 19:31:00
strongly agree with this big, big mistake. It is very frustrating (occurs in 4 worlds):

"Suicidal dwarf behavior
 
    Melee fighters running headlong into mobs (often ignoring the enemy right in front of them to     the get to the one in the back of the mob), and leaving their ranged fighters way behind.
Dwarves standing there being pummeled, and not fleeing or fighting back."
Title: Re: Beta-test of the 4th world
Post by: wetware05 on 02 May 2015, 01:14:10
Incredibly good!!!  ;DCongratulations. Perhaps might be firearms on the first three levels?
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 03 May 2015, 14:20:33
crosspost (my weekend-summary),  the "most important things" only, suggest-free ;)

goblins camp (1st world)

It was in the old days below version 0.9.03x always a performance-lag when the camp appeared and the framerate went down. It was like a signal "the goblins spawn now". And this has been solved, there was no more lag and the player could not feel when they appear.

With this versions 1.1.00x there is a new signal:
the complete game stops(!!!) for like 300 to 800 milliseconds that moment and tells me: "goblin camp is spawning NOW!"

________________________________________________________

manual under-water-control not working! I tried a few times within different game-sessions

It was possible in previous versions to navigate a dwarf under water and they always equipped automatic the diving-helmets.

With version 1.1.004b they do not,
it is not possible building under water manually- dwarf drowns instead of using diving-helmet.

________________________________________________________

towers don't repair automatic

i play 1st-world, nightmare-mode, sandbox currently - don't know if "nightmare-mode" matters here and influences healing times for wooden towers but i am pretty sure they don't regain health automatic. (i suspect same for tesla-towers).
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 03 May 2015, 20:42:44

Suicidal dwarf behavior
  • Melee fighters running headlong into mobs (often ignoring the enemy right in front of them to the get to the one in the back of the mob), and leaving their ranged fighters way behind.
  • Dwarves standing there being pummeled, and not fleeing or fighting back.

Just to illustrate "kamikaze-melee", see picture below:

As you can see, the warriors are running into the mobs, forcing me trying to click more and more far away enemies else the ranged fighters would go back into the house and leave the melee-fighters alone out there.
This means the dwarves move out of the protected zone pretty fast and come to the red portals position eventually. But then it's to far away to go back to the other side of the house and no more possible to get the bonus :(

many clicks do something else than marking the desired enemy for attack!
 


calling dwarves back in, using Siege-Mode-Button results in dwarves going to far away from the exits, the ranged fighters (mages & archers) are back at work as fastest, so calling them now out for attack again means, the melee-fighters are back in battle as first.

Also on horn-spell near the door the melee-fighters don't return to spell-position while ranged fighters (that can not see the other enemies) will pummel there and be no help for the warriors with clubs & swords that are running towards the next enemy within their view- no matter if marked or not.

Similar issues clicking onto a certain creature for example when goblin-camp spawns or ant's nests to be destroyed, entering pyramid-room or just when fighting the portal guards who summon more creatures.

What could help?

A dwarf that currently is in combat with an enemy that is marked to attack should automatic mark other enemies for attack that are in his view.
It would mean for gameplay more organic and dynamic battle since player needs only to decide once: fight or not fight.

(http://images.akamai.steamusercontent.com/ugc/531766271396095765/124B3AA0DD166730FF2EB7ACC1CF06E95F9AD2C1/1024x576.resizedimage)

I consider the current dwarves combat-ai already smart enough to win the battle if they would do this all on their own, once the player marked the first few enemies to attack.
Since the melee-fighters are in front and in battle already, the new marked enemies would be taken care of by the ranged fighters automatic because melee-fighters are busy and also mages would stay automatic in range of injured dwarves to heal.

Then it's all about the player-chosen equipment, beer or tea ;) and the skills.

post splitted to have scrollbar near image :) 
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 03 May 2015, 22:21:19
(sorry for multiple post,  reason see above)
________________________________________________________



resource name="pink_crystal"
(Розовый кристалл)

this item always leads to confusion with the items listed below since it's called a "crystal".

Also from the view of science only this might be a crystal...

The other items:

resource name="portal_krs_blue"
resource name="portal_krs_red"
resource name="portal_krs_dblue"
resource name="portal_krs_green"
resource name="portal_krs_violet"

should be called
"Diamond" instead of "crystal" for the english version
lang\English\data\local\craft_resources.xml
lines 33 to 42

Code: [Select]
  <BluediamondT>Blue Diamond</BluediamondT>
  <BluediamondD>Precious stones for making magic objects and structures.</BluediamondD>
  <ReddiamondT>Red Diamond</ReddiamondT>
  <ReddiamondD>Precious stones for making magic objects and structures.</ReddiamondD>
  <DarkbluediamondT>Dark Diamond</DarkbluediamondT>
  <DarkbluediamondD>Precious stones for making magic objects and structures.</DarkbluediamondD>
  <GreendiamondT>Green Diamond</GreendiamondT>
  <GreendiamondD>Precious stones for making magic objects and structures.</GreendiamondD>
  <PurplediamondT>Purple Diamond</PurplediamondT>
  <PurplediamondD>Precious stones for making magic objects and structures.</PurplediamondD> 

"Diamant" instead of "Kristall" in the german version
lang\German\data\local\craft_resources.xml
lines 33 to 42

Code: [Select]
  <BluediamondT>Blauer Diamant</BluediamondT>
  <BluediamondD>Edelstein zur Herstellung magischer Objekte und Konstruktionen.</BluediamondD>
  <ReddiamondT>Roter Diamant</ReddiamondT>
  <ReddiamondD>Edelstein zur Herstellung magischer Objekte und Konstruktionen.</ReddiamondD>
  <DarkbluediamondT>Dunkler Diamant</DarkbluediamondT>
  <DarkbluediamondD>Edelstein zur Herstellung magischer Objekte und Konstruktionen.</DarkbluediamondD>
  <GreendiamondT>Grüner Diamant</GreendiamondT>
  <GreendiamondD>Edelstein zur Herstellung magischer Objekte und Konstruktionen.</GreendiamondD>
  <PurplediamondT>Lila Diamant</PurplediamondT>
  <PurplediamondD>Edelstein zur Herstellung magischer Objekte und Konstruktionen.</PurplediamondD>

the block where we can dig diamonds from should not use the <BluediamondT>-string but have an own that just says "алмаз"/"Diamond"/"Diamant" since we can find random any color.
 
How about some magic jewelry for the special items-slot?
   
Title: Re: Beta-test of the 4th world
Post by: Annieway on 05 May 2015, 18:10:18
Incredibly good!!!  ;DCongratulations. Perhaps might be firearms on the first three levels?

No, firearms available exclusively for the 4th world  :)
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 06 May 2015, 12:59:54
i allow all my archers to use fire-arrows. I do this since versions 0.9.xxxx
i'm not sure it came up with this version but the arrow-consumption of the archers is so high- never had this happen before that the arrows are empty within seconds:

Archers loose the tickmark which allow them to use special arrows by themselves.
I can not tell exactly if they loose the tickmark when the arrows are empty and they used default-arrows once or if they just loose it without any reason.

Title: Re: Beta-test of the 4th world
Post by: Annieway on 06 May 2015, 15:28:49
crosspost (my weekend-summary),  the "most important things" only, suggest-free ;)

goblins camp (1st world)

It was in the old days below version 0.9.03x always a performance-lag when the camp appeared and the framerate went down. It was like a signal "the goblins spawn now". And this has been solved, there was no more lag and the player could not feel when they appear.

With this versions 1.1.00x there is a new signal:
the complete game stops(!!!) for like 300 to 800 milliseconds that moment and tells me: "goblin camp is spawning NOW!"

Can you make a screenshot of this message?
manual under-water-control not working! I tried a few times within different game-sessions

It was possible in previous versions to navigate a dwarf under water and they always equipped automatic the diving-helmets.

With version 1.1.004b they do not,
it is not possible building under water manually- dwarf drowns instead of using diving-helmet.
I've checked this aspect in version 1.0.011, and even there dwarfs drowns instead of using diving-helmet (in manual controle). BTW, do you mean manual control?

towers don't repair automatic

i play 1st-world, nightmare-mode, sandbox currently - don't know if "nightmare-mode" matters here and influences healing times for wooden towers but i am pretty sure they don't regain health automatic. (i suspect same for tesla-towers).

Towers should not repair automatically (not wooden towers, not Tesla).

How about some magic jewelry for the special items-slot?
   
Maybe later. Now we're focus on removing bugs from the 4th world.
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 06 May 2015, 16:55:43

Can you make a screenshot of this message?

It's not a message! The game STOPS for like half a second.
an incrdible performance-breakdown (that tells me goblins spawn)

I've checked this aspect in version 1.0.011, and even there dwarfs drowns instead of using diving-helmet (in manual controle). BTW, do you mean manual control?

I'm certain in manual control mode they don't use diving-helmet with 1.1.004b.
If let dwarves do it on their own, items to place underwater become red mostly.

Also i used 1.0.010b (not 1.0.011) previously and i think there i was still able to let dwarves work underwater by themselves. Placed a few antique pillars in my fishing-lake without any problems. Can not tell for sure it worked manually but i got it done in 1.0.010b.
With 1.1.004b it does not work unless i make the lake empty before...

Towers should not repair automatically (not wooden towers, not Tesla).
I was sure they did in the past.
If this is intended now not to repair any more then ignore this point, i can live with that and place my towers an appropriate way.


Magic jewelry was just an idea because it was a post about diamonds. No serious suggest.
Keep focused on your plans, you're doing well ;)


Title: Re: Beta-test of the 4th world
Post by: Annieway on 07 May 2015, 12:28:18
Thank you ;)
Title: Re: Beta-test of the 4th world
Post by: ReneMiner on 21 May 2015, 13:54:11
what makes me wonder: current version 1.1.007b contains some new "Saves"-folder inside main.pak, in there are some "pakslot*.sav"-files.
Do they have a function or did these files get in there accidently?
Title: Re: Beta-test of the 4th world
Post by: Annieway on 21 May 2015, 14:32:48
what makes me wonder: current version 1.1.007b contains some new "Saves"-folder inside main.pak, in there are some "pakslot*.sav"-files.
Do they have a function or did these files get in there accidently?
This is all for internal testing only.
Title: Re: Beta-test of the 4th world
Post by: exicore on 22 May 2015, 13:41:29
I'm Not Playing The 4th World So Far, But This Version Of Craft The World That Have 4th World Is Not Final Version Right ?
Title: Re: Beta-test of the 4th world
Post by: Annieway on 22 May 2015, 13:44:17
I'm Not Playing The 4th World So Far, But This Version Of Craft The World That Have 4th World Is Not Final Version Right ?
1.1.007 is finaly version.
Title: Re: Beta-test of the 4th world
Post by: exicore on 22 May 2015, 13:46:17
So The Bug That Reported And I Read Before Is Fixed ?
Title: Re: Beta-test of the 4th world
Post by: Annieway on 22 May 2015, 13:54:23
So The Bug That Reported And I Read Before Is Fixed ?
Yes.
Title: Re: Beta-test of the 4th world
Post by: exicore on 22 May 2015, 14:13:17
Thank About That
Title: Re: Beta-test of the 4th world
Post by: Rollboy0 on 15 December 2015, 23:29:12
Hi Dev team!

I've been playing on steam hot open beta of craft the world

the bug is almost secondary and with low repro:

@description:
    - 2 Dwarfs placing blocks at the same time targeting the block where the other dwarf is, "Both at the same time" and they had blocks on their back, They never accomplish to place the block and they never react to that situation
    - The block they are going to place have to be both foreground blocks
D = Dwarf + target block of other dwarf,
B = block
consider this layout
                                                B D D B
                                                B B B B

PD: I suppose this arrised when you fixed the killing dwarfes block bug :P
This is a bit disappointing, not a big deal...

NICE JOB Team I love that game