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save button grayed out. Unable to save, tested by restarting page and back at the beginning again. I will try once more in a few days, I guess... No trouble like this with other games. At least let us export a save and import or something!
Ah, I made a mistake! It should be fixed now. I was hoping that I could integrate Playfab for cloud saving, but I guess it makes the game fail to run when I publish it to the server. Thanks for the heads up!
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why i cant craft brass pickaxe? when i put brass bar into furnace after heating i still dont see pickaxe crafting option, only can craft copper
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Can you make it to where sort by is remembered in the bank? this way when selling from the bank without the expensive selling follower you dont have to resort it every single time you go in.
While the interface is frustrating, you can actually play this game on mobile. It wasn't built for it though, so I'm not sure if everything works correctly.
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There does not seem to have a fishing spot for Giant Clam in the whole game, even though it's supposed to be fishable at level 80. Also, Manta Rays are only called "Rays" in the fishing spot, which can get confusing.
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It really feels annoying that a lot of your levels don't DO anything in many things. Woodcutting, Woodworking, etc. It's less exciting to go to the next level where all it does is puts you a teeny bit closer to a milestone so you can do the whole thing again with no personal gain.
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hope to see local save soon, my game doesn't save properly so I have to restart every time, please let me know when you add it so I can start playing this game. it was a fun game tho
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That's twice now I've gone hunting in the Deep Cave Area for 8 hours, the game has claimed I found a large number of animal carcasses, and I have frick all in my inventory. And yes, I have inventory space.
I'm sorry to hear that. It seems like your hunting level wasn't high enough to actually get anything while hunting there. The new update will only allow players to hunt in places they can actually catch things in.
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For anyone who wants the Queple Cave layout use this link:
https://docs.google.com/document/d/1CRSW-gszvu0dPuwTYVyuRC16XxpSiUOrsMB061UQY3I/edit?usp=sharing
P.S Kongregate sucks at comment formatting
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For anyone interested here is the layout for Queple Cave including all points of interest and Followers
Dark Path:
- West
- West (Deadend)
- East (Copper Motherload)
- East
- East
- East (Ugly Gnome)
- West (Deadend)
- West
- North (Smithy)
Wet Path:
- West
- West (Smithy)
- North (Cave River)
- East
-North (Cave River)
-Straight
- West (Iron Motherlode)
- East
- East
- East (Ugly Gnome)
- West (Deadend)
- West (Smithy)
- East (Tin Motherlode)
Quiet Path:
- West
- East (Tin Motherlode)
- West (Deadend)
- Straight
- North (Mining Gnome)
- South (Hunting Spot)
- East
- South (Deadend)
- North (Deadend)
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Add "Leave" button to more screens, so we can change our minds and go back to smithing screen after a wrong bar has been picked first time.
If a view is scrolled all the way up/down, don't propagate mouse scroll event to the parent window so that the game screen itself isn't scrolled up/down.
Honor "Compact View" option in shopping screens. Also, this option is randomly reset - make it permanent and move to Settings screen. Hide descriptions and damage values for inventory items in compact view on Bank screen.
Add useful tooltips for each item EVERYWHERE (and don't forget skill screens), like where to get specific resource, what ingredients to use, what it smelts into, etc. Don't just say generics like "you lack ingredients", say how much and what type. Maybe this will let me find out how in the hell to craft arrows.
I can smelt brass bar from copper ore + calamine and can smelt zinc bar from calamine, but can't smelt brass bar from copper ore + zinc bar.
I've tried to implement a number of your suggestions, thank you! Unfortunately blocking scroll propagation doesn't seem possible at this time. I'm still looking into it, but it will require some more learning on my part. If I can figure it out, I'll put it in right away.
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I cant seem to find the combat automation follower.
I saw them once, they referred to scouting out the enemies for me, but Ive gone through every zone Ive unlocked several times looking for them again and cannot for the life of me find them... I'm guessing there is a bug with an area I unlocked but don't have the ability to travel to again?
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@kapier11 you need buy Carving Knife and carve some woods (arts, bows, arrows shafts) or find Carving Totem Pole and carve it to lvl up woodworking. I find 2 totems so far first in Lower Mt Queple Trail and sec in Northern Isles Trails.
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Few UI suggestions:
Have independent scroll bars to each UI section (map, log, skills, inventory). Add expandable item groups (like in the map section) to inventory and bank: weapons, tools, food, etc. Sort items inside each group by type (swords, knives, bows, etc). Groups should be collapsed by default and expand after clicking on group name. PLEASE make expanded group collapse when it's clicked. Have an extra group for "favorite" items, have a small star icon that will toggle favorite status. Preserve favorite status even for items that are sold/used/moved so the next time the same item is crafted/bought/collected, it becomes favorited automatically.
I've added individual scroll bars to the game. Thanks for the suggestion! I like the grouping/favoriting idea as well, but it will take some time to implement.
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@dmorris you need hemp to do strings, you can find it in East Higashi Woods or get from battle in Higashi Bridge if i good remember
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in the smithy, instead of just saying 'you lack the levels', could you show what level you need on mouse hover, similar to other skills?
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i like this text based rpg, i hope there will much more content in the future :)
but i agree to the most comments below, there is a lot of little polish to do.
To give my own two cent: i think it would be much helpfull if the scrollbar on the right (to scroll inventory) is not linked with the srollbar on the left (to scroll through the locations, and the bank etc)
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Another quality of life suggestion: In the skill details, display on top the current skill level/progress and possibly also differentiate the available materials versus the ones you can't use yet. Like under Axemanship for me, have Lv 52 displayed on top and have Lead Axe through Steelflame Axe crossed out since they're still too high-level.
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An (better) explanation of the arrow-making process somewhere (Archery Shop?) would be appreciated. I get that Hemp makes bow-string, and that goes on unstrung bow. I also have crafted arrow heads out of multiple metals... but have no idea how to attach to the unfinished arrow shafts I created from wood + feather. At the least, I can't seem to attach copper arrow heads onto birch arrow shafts. I even tried getting extra hemp and see if that lets me tie it on...nope.
Arrows require feathers and then they can have heads attached. I've added a tooltip so mousing over the arrow shaft will say this explicitly. Thanks for the suggestion!
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I would advise against doing sudden drastic price changes...I mean raising the price of a camel by 22500x means that someone who for some reason bought 100 of them at 2 coin each would suddenly have gamebreaking amounts of money by selling his camels. Not saying you should revert the change, but just advice for future changes.
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major bug: bandit lord fills inv with 250 coin bags. practically breaks anything that costs money because you can buy whatever you want