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While playing around with the keyboard in the game, I seem to have enabled a grid overlay for the dungeons. I don't know how I got it, and I don't know how to get rid of it. It's not bothersome in that it inhibits game-play, it's just a minor nuisance, but I would like to get rid of it if possible.

LOVE the game so far and have been having a lot of fun killing stuff and collecting loot.

And while I have your attention, when will we see a manual for the game?

Pete
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Kapkomm1: While playing around with the keyboard in the game, I seem to have enabled a grid overlay for the dungeons. I don't know how I got it, and I don't know how to get rid of it. It's not bothersome in that it inhibits game-play, it's just a minor nuisance, but I would like to get rid of it if possible.

LOVE the game so far and have been having a lot of fun killing stuff and collecting loot.

And while I have your attention, when will we see a manual for the game?

Pete
> While playing around with the keyboard in the game, I seem to have enabled a grid overlay for the dungeons. I don't know how I got it, and I don't know how to get rid of it. It's not bothersome in that it inhibits game-play, it's just a minor nuisance, but I would like to get rid of it if possible.


Press 'G' to enable/disable it. This is an unexpected feature which is inherited from the battle field by mistake.

I'll remove it in the next update. Thanks for the report ;)



> when will we see a manual for the game?


In the current stage, lots of game features and mechanisms are changing. Once they become relatively stable, we'll consider to improve the in-game wiki and even provide a more formal manual.
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lliihhaaoo: > when will we see a manual for the game?

In the current stage, lots of game features and mechanisms are changing. Once they become relatively stable, we'll consider to improve the in-game wiki and even provide a more formal manual.
Great news :) So many games these days don't bother with a manual which is a shame. They really are a useful addition whether you just want to check a gameplay mechanic or check out stats, spells etc. without having to fire up the game or go online.

BTW, thanks for a great game so far, I'm really enjoying it :)
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lliihhaaoo: Press 'G' to enable/disable it. This is an unexpected feature which is inherited from the battle field by mistake.

I'll remove it in the next update. Thanks for the report ;)
Please do not remove it, but maybe add an empty keybind for it, so people who want it can toggle it on :)
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lliihhaaoo: Press 'G' to enable/disable it. This is an unexpected feature which is inherited from the battle field by mistake.

I'll remove it in the next update. Thanks for the report ;)
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ZX: Please do not remove it, but maybe add an empty keybind for it, so people who want it can toggle it on :)
Ok. I'll add an option for it.
Thanks, I kind of like it during combat, but not while exploring dungeon map itself, gives me a slightly better feel for dimensions of things :)
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lliihhaaoo: Ok. I'll add an option for it.
Well, for me the issue is that I haven't found a screen menu where you can see the keyboard bindings and eventually change them. (but I may have missed it). With a menu like this, everybody would be happy I think... Because having a shortcut to enable and disable easily the grid can be very handy, and it's only one example of useful/fast shortcut.

I would add too that I was missing some informations in addition to the keyboard shortcuts : for example, I didn't knew that you could camp to rest (I had to go in a forum to see other people asking the same), same issue with a dead character (= what to do with him ?), and several other things (like why and how to get spell materials). I tried to look at the in-game wiki... and didn't found infos I needed. (btw, maybe adding a search bar, or an index page listing important words and sending to pages containing them could be helpful, but that are only small ideas.)

Features are here, and there is already some very useful/explaining tips (the tutorial is already really nice for newcomers ! And tooltips help !), but some things can be improved and more informations/explanations wouldn't hurt, but that are only my thoughts :)
Post edited April 08, 2019 by Splatsch
Good point about there not being a keybind menu/panel, this is something that would make the game much more polished to have, I just believed it had one already, thus why I suggested empty keybind :) So would definitely be good to have that.

Just out of curiosity Splatsch, how does one find material components? I am currently running magic without that myself, since I dislike the hassle of that, usually if I want to care about it in a dnd game I have players deduct gold for expensive ingredients, but knowing how is useful anyway :)

The raise dead thing I agree was kind of hidden if one does not know where one usually does such things in dnd (temples). Camping was a little easier for me to spot since it has an icon in the interface that I curiously hovered over and then figured out what it was :) Though maybe we need a single big splash/image that points out the things once for new players or when they press F1 starting with all the things exposed on the main UI and then could be good with the same for the villages/towns/cities, and for dungeon. I have not delved deep into the wiki though so I don't really know what is there.

Would be nice if we could buy a raise dead potion in the temple that can be force fed into fallen friends in or after battle, of course those can be more expensive than bringing someone to the temple, but it would help make things less bad. I was kind of shocked that I could not bring back people who dropped in combat by using a health potion as I am used to doing that in real world dnd sessions. Would be even nicer if that worked, but I know the game is simplified that things actually die at 0hp, though that does somewhat neuter trolls and other regenerating things, that would otherwise come back if not finished in the right way.

As for searching the help/wiki, that would be a nice feature to have yes :)
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ZX: Just out of curiosity Splatsch, how does one find material components? I am currently running magic without that myself, since I dislike the hassle of that, usually if I want to care about it in a dnd game I have players deduct gold for expensive ingredients, but knowing how is useful anyway :)
You can buy them in some towns, on the town information pages alongside the supplies (who permit you to camp). I made a screenshot to show you :)
I don't know if it's possible, but it would be nice to be able to craft this things ourselves (supply and spell material components).
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ZX: The raise dead thing I agree was kind of hidden if one does not know where one usually does such things in dnd (temples). Camping was a little easier for me to spot since it has an icon in the interface that I curiously hovered over and then figured out what it was :) Though maybe we need a single big splash/image that points out the things once for new players or when they press F1 starting with all the things exposed on the main UI and then could be good with the same for the villages/towns/cities, and for dungeon. I have not delved deep into the wiki though so I don't really know what is there.
Well, I'm a newbie concerning DnD... I know very few things (close to nothing), so I'm discovering a lot through this game ^^ And of course, some things that may look obvious for DnD players aren't for me :)
For camping, I was a bit confused. I wasn't able to use potions or spells outside of battles... and I first thought this number was like in some other games, a kind of "supply" (food?) number who would necessarily decrease with passage of days/time and only that. Not that I could use one to decide to camp to fully restore health XD

Improving/extending the tutorial tips would certainly do it.
Maybe even doing a dedicated tutorial scenario in adventure mode ? Who would leads you to all the basics and explaining them ? Current tutorial tips are really a good beginning to go into the game (seriously, it's not always this way, especially when game is in dev), and it was really enjoyable to simply launch the game and have things (well) explained step by step while you began to play. Improving it and/or having more tooltips would help (especially beginners like me).
Even your idea is interesting : pushing a key to show a specific tutorial page dedicated on the screen where you are, explaining what you can do, and eventually how with images of the interface.
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ZX: Would be nice if we could buy a raise dead potion in the temple that can be force fed into fallen friends in or after battle, of course those can be more expensive than bringing someone to the temple, but it would help make things less bad. I was kind of shocked that I could not bring back people who dropped in combat by using a health potion as I am used to doing that in real world dnd sessions. Would be even nicer if that worked, but I know the game is simplified that things actually die at 0hp, though that does somewhat neuter trolls and other regenerating things, that would otherwise come back if not finished in the right way.
Yes, being able to revive people without a church should be considered... Even if only possible outside of battles. And I do agree too that it should be a lot more complicated/expansive than getting to a church (who is already expansive :P).
I wasn't surprised to not being able to revive someone with an health potion (haha, for once my absence of knowledge in DnD helped ;D), but I was lost to not find any object in my inventory or in any store to revive them... and that when they died in combat, they stay dead. And that you cannot even get rid of the dead one :P

Party management surprised me a bit by the way, I thought you were going to be able to hire more than 6 characters to have some "spare" (even if they would stay in town!), permitting you switch people and change a bit your team depending on the dungeon/mission you'll go. But maybe I missed this :P

One another suggestion I would have : on the Worldmap, it would be nice to be able to toggle on/off some informative icons for cities who have a church, marketplace, eventually spell materials, etc... I'm thinking of small icons like the one who shows the threat of enemies in explorable locations (the little skull). So it would be nice to be able to activate church icons to see all cities who have a church, and/or a small icon to see if there is a marketplace, etc...
And additionally (but not as important), it could be nice too to be able to have some of the infos that you have when you put your mouse over a city (like last time visited or relationship for example). Because here, you have to mouse over the city to see some details.

Sorry for the long text :B
I really like this game and really hope the best for its future (and dev(s)) :)
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Post edited April 09, 2019 by Splatsch
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Splatsch: (snip excellent suggestions :) )
Like you I am a beginner with DnD (well to be truthful absolutely no experience at all!) and would find improving/extending the tutorial tips as well as having a dedicated tutorial scenario in adventure mode very useful indeed. I've stumbled along sometimes trying to work out how things work.

I also like your idea about toggling information on the world map, that would be a godsend to people with a useless memory like mine! :D

However, I'm enjoying the game immensely and am looking forward to seeing it develop even more :)
Ah thanks for the image, that makes sense and looks to only be the walled cities that have that then. They probably all have temple and such, while the villages and forts/castles do not.

I have not tried to get rid of and get a new character yet, so I don't know what happens when you do. As I have created my characters that I like that are nicely tuned for my needs :) Though I probably will try to do a new party at some point.

There is a way to cheat in more characters in the party though, in auto_save\my_pty.txt pcs=list of numbers, the numbers correspond to units\number.u you can copy another character .u file in there and add its number to pcs=, and have them in the party, and I am hoping a bigger party will be an option we can set at some point in options, since that would be very nice. I would love to hire a bunch of mercs to protect my party, then I can go for a full party of wizards or clerics, with hired mooks lol.

Also I sort of would like it if initiative was changed a bit, given that it is a single player controlling the whole party, it would be nice if one could just control any of ones characters in their initiative slots, it is not like changing the turn order to be fair among several players is a thing. Also allowing one to more accurately wait would be nice too, like having my barbarian wait until my cleric has cast bull's strength on her before she rages and rushes into battle, but not waiting for the enemies to move too. Could be click on wait option then click on the icon of the thing you want to move _after_ in the initiative tracker :)

Some things do show on the world map, or on the hover. I think all walled cities have the same stuff, but I am not sure, the villages may have something or not, just hard to know, but villages are usually close to a walled city anyway, so usually you can travel the extra distance to get to them.

I do enjoy this game quite a bit as well and I am hoping it will keep improving and being polished, and it does feel like the developer cares so that is very nice :)

I would love to see map editor too and scenario/quest editor etc, so I could add to the game myself.
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Pajama: [...]
Same here for all you said :)

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ZX: Ah thanks for the image, that makes sense and looks to only be the walled cities that have that then. They probably all have temple and such, while the villages and forts/castles do not.
You're welcome :)
Ah maybe ! I'll have to check that.

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ZX: I have not tried to get rid of and get a new character yet, so I don't know what happens when you do. As I have created my characters that I like that are nicely tuned for my needs :)
I was discovering so, I kept "default" characters and recruited several others... I was wondering when one died and didn't knew what to do with the corpse, which prevented me even to hire someone new XD

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ZX: There is a way to cheat in more characters in the party
Thanks for the tip !
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ZX: I am hoping a bigger party will be an option we can set at some point in options, since that would be very nice.
Yes ! :D And in the menu the column where you see your party in the menu has has already enough height to have more team members if it was possible :)
I would personally love to be able to have more people and to pick/switch in town the ones I want for my planned expedition :)

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ZX: Also I sort of would like it if initiative was changed a bit, given that it is a single player controlling the whole party, it would be nice if one could just control any of ones characters in their initiative slots, it is not like changing the turn order to be fair among several players is a thing.
On this, if I understand you well, I must say that I disagree (sorry :P), even if I understand your logic. I find interesting to have to deal with initiative value of your own characters, for me it's a part of the tactical questions to have to deal with their "definite" order :)

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ZX: Also allowing one to more accurately wait would be nice too, like having my barbarian wait until my cleric has cast bull's strength on her before she rages and rushes into battle, but not waiting for the enemies to move too. Could be click on wait option then click on the icon of the thing you want to move _after_ in the initiative tracker :)
The idea is interesting, but maybe could/would be tricky to implement. For example, what if it skips automatically the turn of your barbarian who is suddenly dangerously approached ?

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ZX: Some things do show on the world map, or on the hover. I think all walled cities have the same stuff, but I am not sure...
Yep... we would really need some more infos/explanations for all to be clear :)

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ZX: I do enjoy this game quite a bit as well and I am hoping it will keep improving and being polished, and it does feel like the developer cares so that is very nice :)

I would love to see map editor too and scenario/quest editor etc, so I could add to the game myself.
Same here!
By the way, when I was exploring a dungeon, I thought that each case in corridor can be an awesome opportunity for campaign/map makers ! Adding loot of course... but texts ! Events ! Who would trigger if you come back on them, if you have a particular item, I don't know ! It's full of possibilities :D

By the way : it would be good to explain beginners that you can change order of your party when exploring a dungeon, and what it can imply :P (I think, if I'm not mistaking, that the first person of your troup is the one who detect things and disarm traps, so better get someone good at this kind of things in forefront)

[I just discovered the auto-sort options in the backpacks inventory, really nice !]
Post edited April 11, 2019 by Splatsch
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Splatsch: By the way : it would be good to explain beginners that you can change order of your party when exploring a dungeon, and what it can imply :P (I think, if I'm not mistaking, that the first person of your troup is the one who detect things and disarm traps, so better get someone good at this kind of things in forefront)
Oh, there is so much I've yet to learn in this game! I had no idea about this - this will make exploring dungeons much more rewarding and much less painful when I stumble across traps :)
Is that true? The first person is the one that has his/her stats tested to detect disarm? I thought I read where it took the highest party member's stats and used that to determine. So if you have one that is high in one stat and another high in another stat it would use those, no matter where the line up is.
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Kohleran: Is that true? The first person is the one that has his/her stats tested to detect disarm? I thought I read where it took the highest party member's stats and used that to determine. So if you have one that is high in one stat and another high in another stat it would use those, no matter where the line up is.
I think you are right. I've tested this out by moving each person to the front and it seems to make no difference at all if treasure and/or traps are detected. I'm so pleased to have found this out as it makes the game flow so much better by not having to move the characters around all the time :)