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In the interest of saving people some clicking, for repetitive clicks (such as buying mass amounts of salt), click on what you want to do once (such as gutting bears), and then hold enter.
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Hey Takahmasak3, you can't make yoga mats, but you can buy one for 45,000 in the shop called Soul Goods in the Plantrain Plains of the Hoin River Valley region
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Baconmaxf, wood cutting is what logs you can harvest how fast you can harvest them, and axemanship is how much damage you do in battles while using an axe as your weapon. Takahmasak3, make sure your shields have frames on them first. If you still can't add the handle, there's a table that shows what you can use on what here https://docs.google.com/spreadsheets/d/1yoEcNe82BvJWLywg9RLLYdjxYCOpLHzY0DDh37dKCTA/edit#gid=57003359
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Sooo, haven't been here since before Christmas, absolutely no updates to the game. And noone has commented since then either. Is this thing dead, or are we expecting more out of it?
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Hunting is retarded. If youset it to hunt for 8 hours and you stop hunting 6 hours into it, you get jack shit unsted of 6 hours worthe of hunting. Games wastes your wasted time.
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I've been enjoying playing this and building spreadsheets for all of the constant reference info (i.e. locations, effective weapons, etc.)
Here's some feedback so far...
Recommendations: (1) Improved sorting for inventory; something similar to the bank. Especially for locked items. (2) Lock the top portion of inventory, so Free Space, HP, and Buffs are always visible, regardless of scrollbar on items. (3) When looking at the details of skills, show that skill's current level and level progress at the top. (4) Show food buffs without having to hover over them. (5) Show food, weapon, armor stats in the bank, so you don't need to pull them out to check. (6) If multiple materials are needed in the crafting window (i.e. deer pelts), show the number required for each. This currently shows as a smart tip if you don't have enough, only. Would be nice on the ones you do have enough for too. (7) The concept of pet forgetting doesn't seem well explained. Why would someone want to do this?
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https://gyazo.com/1def6988dc1bb505dfbc1cd7a1472e81 yeah. so i have no idea how to save to the cloud. i can load from the cloud but thats it. no wonder i've lost my progress. THE BUTTON IS MISSING
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Been having a lot of problems with the auto save, and when the auto save fks up, i can't even manual save, so i would appreciate if this problem is fixed ASAP
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Fkg game keeps having save issues. Whenever I successfully manage to grind stuff to a certain level that takes hours to reach the autosave fks up. Not only this, but the whole game froze after I deposited something in the bank. Most of the tabs wouldn't respond. I can only click the bank and any other area, and it doesn't even show the screen above the events log. I can also click the 5 blue buttons on the top (the help, about, updates, etc) and they would show their respective screens, however I cannot for some reason, generate a save file, meaning that the moment I refresh this tab or close it, my recent progress would be erased and I'll have to redo everything, which took hours to gain. Personally I would have liked this game if only it didn't have so many bugs.
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I've begun a few hours ago and I already like the smooth, very readable interface, more widely the general ergonomy (except the not resizable columns) and the fact you're using a no-js language to develop your game. Very well done ! For the content itself, I'll add a comment later :) but it seems coherent and funny.
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Hey Kong/Billybiyjim: any chance of some kongpanions becoming usable pets? lets get some inter-game ko-operation going here!
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it would be nice if smithing, like the other crafting functions could be done in bulk, so that it would be possible to just turn all ore into bars and then all bars into whatever and still gain experience?
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I've heard a rumor that XP+ necklaces are planned to be added to the game. If this isn't true then forgive me, but if it is I wouldn't recommend it from a gameplay perspective.
In the long run it would just mean you'd have to re-equip a different necklace every time you wanted to do something different, and pets seem to already fill the role of giving extra XP.
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sometimes when i try to go to a different area the url bar glitches out and makes a really long string of billybilly/billybilly/
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Don't pay attention to this comment, I'm just posting the quepland resource guide for myself.
https://docs.google.com/spreadsheets/d/1yoEcNe82BvJWLywg9RLLYdjxYCOpLHzY0DDh37dKCTA/edit#gid=1503717891
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I like to think, since I can talk to him while on a hunt, me and excited chicken man are buddies now sitting in bushes drinking beer and shit.
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Just a warning, the 'game has been saved' menu is meaningless. If you close a window and open again you may be level 1 again. Make sure to have a local save everytime. Cloud saves don't work reliably
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I think that mining, smithing and woodcutting should give you a boost to strength too. woodworking, leatherworking and hunting should give boosts to deftness
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Why do Strongtium and above give so little Smithing experience? (See also my comment previously in regards to Steel being out of line too)
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Suggestion: Have the 'Return' button at the top of the menus such as Skills stay there even when scrolling down the list, so we don't have to scroll all the way back to the top to exit the page.
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And having them in the skillbook is the level required for you to be able to apply the arrowtips to the arrows. Mercurice Arrowtips can only currently be combined with Ice Arrows.
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Wallarner, No you cannot smith these arrowtips (currently, I don't know if this will change).
They are dropped by a few enemies in Sahota Tir - Sahota Ice Fields as uncommon drops