Russian

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  1. It also looks to me that sometimes its 3 "tremors", sometime only 2 and sometimes maybe even 5 ( if you quit the game and load it again later). Maybe this is just an impression. ( a mod counting the "tremors" and displaying the count can help ) Possibly its a bug. However maybe this randomness is by design, not an actual bug. Just don't know, - the clarification is appreciated ;) Also I think that sometimes the hound attacks counter is interfered with "natural disaster" counter, or something like that. I'm also positive that hound attack counter sometimes gets reset upon the change of the season. Which is OK with me, though illogical.
  2. .. just as I said. Playing Wendy, placing the "flower" on the ground, and killing a snake in the vicinity does not summon her ghost-twin Aby. With "vanilla" creatures like spiders it works okay. Maybe it is also not working with some other newly introduced creatures, haven't tested it though. Thanks!
  3. Not sure if that was reported before, but I think I gotta file it: Sometimes when I play Shipwrecked ( not the original Don't Starve ) the camera starts to close in, all of a sudden, for no special reason. If I leave it to close up ( or zoom in) , it - eventually, in a matter or 20 sec or so - goes something like "beyond the playing surface", which means - the things on the screen go bigger and bigger and then the whole game screen goes black, except for the interface parts. I have to roll the mouse wheel back to get the normal camera distance, and after that the things are okay for some time. (Usually I play on the maximal camera distance, to have a bigger field of view) That spontaneous "zoom in" happens, by estimate, every 5-10 min of a gameplay. It was so with the initial release of Shipwrecked, and it still happens with the recent update "The eye of a Tiger Shark" ( maybe not as frequently, but not sure ). It never happened with vanilla "Don't Starve", and, yes, my mouse is perfectly fine technically. I play on windows XP 32-bit and 7 64-bit ( different PCs ) and I think that happens on both systems (gotta check it once again, but I'm pretty sure it does the same) Maybe not the biggest issue, but seems annoying enough and certainly looks like a technical bug. Its not happening in the occasions when I'm around the Volcano (that works okay) but I may suggest its somewhere around that piece of code.. which just might get activated in the wrong circumstances. Anyway, thanks for listening. UPDATE: the following report might be related to this issue - View full bug
  4. Not sure if that was reported before, but I think I gotta file it: Sometimes when I play Shipwrecked ( not the original Don't Starve ) the camera starts to close in, all of a sudden, for no special reason. If I leave it to close up ( or zoom in) , it - eventually, in a matter or 20 sec or so - goes something like "beyond the playing surface", which means - the things on the screen go bigger and bigger and then the whole game screen goes black, except for the interface parts. I have to roll the mouse wheel back to get the normal camera distance, and after that the things are okay for some time. (Usually I play on the maximal camera distance, to have a bigger field of view) That spontaneous "zoom in" happens, by estimate, every 5-10 min of a gameplay. It was so with the initial release of Shipwrecked, and it still happens with the recent update "The eye of a Tiger Shark" ( maybe not as frequently, but not sure ). It never happened with vanilla "Don't Starve", and, yes, my mouse is perfectly fine technically. I play on windows XP 32-bit and 7 64-bit ( different PCs ) and I think that happens on both systems (gotta check it once again, but I'm pretty sure it does the same) Maybe not the biggest issue, but seems annoying enough and certainly looks like a technical bug. Its not happening in the occasions when I'm around the Volcano (that works okay) but I may suggest its somewhere around that piece of code.. which just might get activated in the wrong circumstances. Anyway, thanks for listening. UPDATE: the following report might be related to this issue -
  5. I'll just bump this thread, okay?Meanwhile, I gotta say that since this game is based pretty much on Open Source technologies and tools ( SDL, Lua, and so on - correct me if I'm wrong ) plus there is a strong community of enthusiasts and supporters who are kinda involved into "crowd-sourcing" the content and the whole idea of the game .. I believe there should be at least an .rpm or .srpm or .deb or .tgz eventually with the basic code. But before that, paying attention to the creative community by releasing an official and natively running Linux beta ( Chrome sucks, I never use it crap and not intend to, ever ) would be in order.Just my IMHO or 2 cents.
  6. >> I think you should be able to tame and ride a beefalo by feeding it 20 - 40 cut grass Feeding someone is not exactly the same as enslaving someone...
  7. BTW it is wondrous how the serious posting transformed into idiotic multi-page discussion of pig product ...
  8. In a thread started by a guy who is racially concerned, I have just recently suggested to introduce a character named Winnetou - a real American Indian and a true survivalist
  9. Just let everyone of us speak for her or himself, right? I take it for the "royal we", therefore ж)
  10. Personally me, I, am not waiting for the content. I am looking forward to get the idea. About "life, universe and everything", as it goes ж)
  11. After a while, I found that reading forums about the game is more fun than actually playing the game. I wonder if there is a problem somewhere. Is it because the game became "mature", or because the enthusiast community has outgrown the original design? Or maybe this is an expectations issue? I don't know, really. But I don't enjoy, for sure, the new map generation engine, and the crap about so called "insanity". The landmasses were simplistic, but became ugly. The game was "easy", but became "crazy". The choices became very RPG-ish : perks vs. disadvantages. Folks are all discussing the items, the numbers and benefits coming from that. Again, isn't there a problem?
  12. Nay tools, but toys, I'm sure. Animals similar to rabbits or pigs or spiders. One has to have a lot of that "hubris" stuff to imagine herself a TOOLNow imagine a forum of Maxwells somewhere: One maxwell says "Oh my these Players crawl around and infest the land like ants ..." and another one "Let's train a treebeard and another pack of hounds on them and see how they run, he he he ;)"
  13. I actually like it how folks are recognizing now that "Insanity" mode is either a punishment for nothing (being implemented the "hard" way) or - something along the LSD drug line to a player's character, which (s)he actively looks for. I really believe that both ways are no good for a generic audience computer game...
  14. Technically, its not the Koalefants that leave the footprints, but it is the sequence of footprints that PRODUCES a Koalefant - if a player chooses to follow it
  15. Worse than that, the Koalefants apparently are able to fly (when you don't watch them ) Some time you see a footprint, which directs over the water - to the next biome. And if you care to follow, there could be another, directing you back, over the water again. Nah
  16. I have proposed shortly before that Insanity might be the side effect of using Magic and dealing with magical stuff (such as wormholes)In such case, a character ( "Wilson" ) must be somewhat insane only to start seeing the wormholes (and other magical things and creatures around ) and gotta be even more mad to be able to use them.Plus, dealing with magical stuff should pull the person even deeper into the madness. 'Guess that would balance it out.
  17. Well, I thought it is worth mentioning. And it can be possibly arranged into an "adventure plot" too, I suppose. Cheers ж)
  18. Quite the opposite. It's the kind of humor with the poker face on ;|But in fact, there are so many people who take "it is magic, so no questioning please" explanation seriously, that I felt I had to say something aloud..In regard to the second part, it sums up to "it is technology, so ... "
  19. >> What's the WORST world you've generated? In a legacy mode I came up with one big, I mean, really HUGE island of wood with a small blotch of savannah in the middle, and other islands were extraordinary small - maybe 2 screens in width or so, and they were connecting side-by-side along a LONG and almost straight road. That was just freaky ;)As to the new land generator, I think those maps are all WORSE still.
  20. I did not like the "Insanity" either, especially the way it was implemented. For a number of reasons. In a Suggestions part of forum I also posted about the possibility of binding the "insanity" level to dealing with all sorts of "magic" - instead of having it just decrease over time, like "hunger".
  21. Following the idea from fellow member Capp regarding the "night light" ( the light of it producing the "magic aura" that reveals the nightmare side of life ) another thing came into mind. What if "insanity" is not something that "just happens" as hunger or cold (which, IMO, does not make sense), but is a result of doing all sorts of magic stuff and dealing with magical creatures, and so on? Since after the "fix" the insanity became something that a character should actively seek, it makes sense to bind the "magic" and the "insanity" together. Like that: there is "natural" world that is understandable, but it is impossible to escape from the place by natural means. So a character ( "Wilson" ) has to research the out-of-worldly, the "magical" ways to do so. But these things, firstly, require him to become partially mad to start seeing that stuff, and secondly, they tend to draw a person deeper into madness, so a fine control is needed. Well, take the "wormholes" as example. At the moment the use of them drives a person crazy. In "magic-insanity" setup one would need to be somewhat "off" to see the wormhole, and even more "insane" to be able to use it. Plus the use of it also adds somewhat to madness, so accurate calculation is needed. PS Yes, I know this idea is not exactly original - the "magic" works sort of this way in many fantasy and fiction stories . But then again, such setup would be understandable and easily recognized.
  22. This a good thought. Since after the "fix" the insanity became something that a character should actively seek, it makes sense to bind the "magic" and the "insanity" together.
  23. Now THIS is kinda sick, isn't it? "Eat poisonous food to get an alternative version of reality"
  24. That sums it up, actually. BEFORE the fix the "sanity" made the game all screwed up. AFTER the fix it became pretty much SAME AS IT WAS BEFORE. The logic suggests, then, that this feature lacks the point: it gives trouble being implemented the "hard" way, and doesn't change much if implemented the "soft" way. Like I said, initially I thought that it's going to be an ultimate replacement for Crampus.
  25. Rather use Alchemy engine for what it actually should do: make a grain spirit and/or oil to be used for fuel and all sorts of lanterns.