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Messages - Smiling Spectre

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1
A Valley Without Wind 1 & 2 / Re: redeem on steam? [SOLVED!]
« on: August 29, 2012, 11:24:59 PM »
Yay! Good timing, I must say! :D

2
A Valley Without Wind 1 & 2 / Re: redeem on steam?
« on: August 27, 2012, 10:07:32 AM »
We've mentioned this. When we ask them about this issue, they don't respond. I'm sorry, I wish I could tell you more, I really do, but, there's nothing more to say.
Ouch. Sorry for this then. Well... I will be waiting more then. I hope, problem will be solved sooner or later. I am not in haste anyway.

3
A Valley Without Wind 1 & 2 / Re: redeem on steam?
« on: August 27, 2012, 02:08:05 AM »
The problem is that Valve hasn't replied at all regarding this issue.
But they still answering something to Arcen games, I hope? So you can be sure that at least your letters are seen? In that case it worth to keep the pressure. I think. I can be wrong here, of course.
Quote
I'm also fairly sure that with the amount of copies AVWW has sold, giving each customer a NEW Steam key (such as Soldak did) isn't feasible. :/
Oh, it's for sure. I think that Steam must get key list from Arcen, of course. I see no reason to double key-generating procedure. It's all very strange...

4
A Valley Without Wind 1 & 2 / Re: redeem on steam?
« on: August 26, 2012, 03:17:59 AM »
I am another one who stopped to play AVWW after Steam version is out - waiting for possibility of registration. Well, still waiting. :/

tigersfan, maybe it worth to mention it to Steam guys? I mean, "blah, blah, blah, just in case you wondering, your delay reduced our user base for some people who stopped to play after beta due this registration issue. Have a nice day". Something like this?

5
A Valley Without Wind 1 & 2 / Re: redeem on steam?
« on: April 25, 2012, 10:26:17 AM »
Is there any way to know when my key will be Steam-valid? How it was last time - Steam said it to you, or it was global news, or what?

6
The same for me. I had v.931, and when I tried to run it today, it said "1 official update found". I was slightly surprised, as I seen about 6 updates on blog, but, well, game knows better, yes?

No. :) After installing it, it seems, game missed everything. Log is 85 kb, and full of "missing file" notices like this:
Quote
4/23/2012 12:21:28 AM
File Images/Achievements/KillOverlord_1_On does not exist!

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message)
   at ArcenDebugging.TellTheDeveloper(System.String Message)
   at GameImage.StartLoading()
   at Game.UpdateStreaming()
   at MainCameraLogic.MainUpdateLogic()
   at MainCameraLogic.Update()
or this
Quote
4/23/2012 12:21:31 AM
File Images/Achievements/GetLegendaryEnchant_ManaCostReducingEnchant_On does not exist!

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message)
   at ArcenDebugging.TellTheDeveloper(System.String Message)
   at GameImage.StartLoading()
   at Game.UpdateStreaming()
   at MainCameraLogic.MainUpdateLogic()
   at MainCameraLogic.Update()

or even this (there are about 6 such messages, except miriad of "achievment" ones):
Quote
4/23/2012 12:21:33 AM
File Items/CatchupEnchantContainer does not exist!

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message)
   at ArcenDebugging.TellTheDeveloper(System.String Message)
   at GameImage.StartLoading()
   at Game.UpdateStreaming()
   at MainCameraLogic.MainUpdateLogic()
   at MainCameraLogic.Update()

It seems for me that updater went mad and simply missed all updates between 0.931 and last one. :)

What do you recommend? Reinstall as 1.0?

7
Thank you, x4000 and keith.lamothe for removing some of my concerns!

I think, it's still not enough incentive to search chunks, but I hope, it will be expanding in the future...

Speaking of that, I like this "Exploration range" of Hearteater. I used to have "camps" that extend exploration range - planets/colonies in space games, cities in Civ-games. It would also give more purpose to second-third-etc settlements. :) (But yes, basically, it would be the same as it was before power coding, only with "range" restriction instead "civ level" restriction. :)

Another idea that come in my mind just when I read this thread is "scanning" possibility. Just as in all this space games, you can see everything from the start - all vast space or (in out case) all vast island. Catch is - you don't know what is exactly inside. Yes, it's the same now - you cannot predict stashes, minerals, etc from looking on chunk - but I want something more global! There was one such "global search" mission - stranded NPCs - but it's gone now. But if chunks would have more such sort of "auto-trigger" missions, it would be much better! Plans for lost technology, NPCs, abandoned outposts, lost mines... such sort of things. Something-global-map-changing-that-was-not-visible-before.

Yes, words of x4000 sounds like that, but I think there is no harm to repeat it. :)

P.S. It would be interesting to found some... little incentives for settlement workers here too. Pneumatic hammer for mining, working coffee machine for more energy, 20-carat diamond chain for morale... such sort of things. :)

8
A Valley Without Wind 1 & 2 / 0.550 and up: concerns about future of AVWW
« on: December 14, 2011, 02:31:05 PM »
Well, maybe I am too dubious, but I began to lose vision of the project.

Half of my pleasure from AVWW was from exploring. I love to explore, in all senses. I love to see new places, love to discover new recipes, love to uncover some secrets and acquire new things... that' because I love Terraria, and that's was I seen in AVWW before this major changes.

But now it is different, and keep to deviate more and more. And I don't understand now, how it will be kept together. As exploring and terrain - some of most important aspects of AVWW for me before - now mostly stripped. Or is it only seems so for me? Let me see it for you (and I am speaking not about 0.550, but rather of announced changes in 0.550 patch notes):

1. Global map.

Well, obviously, no exploring here anymore. You are always see everything right from the start - and new "continent" will not much help with it, as it will be the same fully visible island.

Oh, but map is not only for tile exploring! On map I can build wind shelters, plan to acquire resources, open new ways or rescue NPCs... Or rather I could. Before changes.

Shelters will go to missions. Resources will go to missions. Oh, NPC rescuing and vortices go to missions too! What will remain? Wood and stone only? And it are obviously can be mined only two tiles around settlement. Oh, well, it seems like whole overland map lose any meaningful purpose.

But wait, you always can go in any chunk that you want and do here... something! Well, let's see, what remained at chunks.

2. Chunk map. It connects local maps together and also have some resources. Also there is mini-bosses and trash monsters here!

Well, resources are mostly not needed, as you need only one type of each for every spell - and that's all of it. Missions, I am sure, will fulfill all your needs of it.

Bosses, just as spawning monsters, now are simply obstacles. It will not give you anything that you couldn't get everywhere. It even haven't EXP.

So on chunk level map now only for "connection" purpose.

3. Cave maps. It had bosses, resources and lost NPCs!

Well, resources are the same as with chunk maps. Not needed.

Bosses are the same as in chunk. Not needed.

NPCs will gone, as it is mission objective.

Oh, well, why we need the caves now?

4. Surface - buildings maps. It had EXP containers, bosses, some resources, scrolls, healing potions and mana potions. Before changes.

Resources and bosses are viewed already. EXP containers will gone. Scrolls are gone already. Healing and mana potions gone too.

Well, what remained? Several items that cannot be aquired otherwise (as snow suit), health pods and some teleport potions. Well... looks not worth farming for me.

So, as it seems now for me, everything on map - and map itself - haven't any purpose. It's only... decorations. Well, rich decorations, definitely, but without any need of it. Essentially game now looks like settlement management plus several mission selection plus some redundant details. Well, put stone/wood production in mission type too, set crafting results and health stones as auto-reward for any type of mission, and you will not need any sort of map at all. Settlement with 7-point menu where each choice will send you to appropriate mission directly will be enough for everything.

Please, say to me that I am horribly mistaken, and didn't notice something really important? Or that I am too grim and underestimate power of health stone grinding? Or something like that? Pretty please? Because now it's look too grim... :(

9
A Valley Without Wind 1 & 2 / Re: Ice Age names
« on: December 02, 2011, 10:56:14 AM »
Well, I made it. :)

Notices:

- Female Names - there is lot of it, but some names is offensive like "Irka", some of it not names at all ("Gadina" is swear, like "bitch"), and some are second names ("Ivanova"). Also there is several male names ("Grisha"). I removed all such cases.

- It gave me the idea. You have not very many second Russian names. And it can be doubled easily, as female form in Russian (and other slavic languages actually) is different from male one. So I renamed old "RussianLastNames.txt" into "RussianMaleLastNames.txt" (as it is - male names) and add "RussianFemaleLastNames.txt" with the same names, but in female form. If it cannot be used, well, rename RussianMaleLastNames.txt back. :)

- Male names. It's clear mostly, except "too sweet" names. "Andryushenka" is good for 3-years-old boy, not for hardy adventurer. :D But list is too short! So I went to couple of naming sites and added some valid Russian names from here. :)

- Second names (now second male names). Strange. There is mostly genuine Russian family names, except one exclusion: some names was shortened to it's archaic, "root" form. Like "Angel" instead "Angelov", "Dub" instead "Dubov", etc. I added correct endings.

Also I cleared "w/v" discrepancy, removed non-existed "j" and made some other minor clearing. :)

Zip with all 4 txt is in attachments.

10
A Valley Without Wind 1 & 2 / Re: Ice Age names
« on: November 30, 2011, 03:45:33 PM »
Just by looking at the game files, it appears that it picks the name randomly from a bunch of files in folders such as GreekFemaleFirstNames
Wow! Here it is! Thank you!

Checking... oh. :D It's so diverse that I cannot simply "edit" it as I would want. :) I think, I will not touch most of it...

Ok, x4000, I am willing to clear this names somewhat. Removing too artificial cases as "Zhenechka" or "Aloyoshenka", plain mistakes as "Afonaseva" and fixing mistypes as "Bogdashha". Can you approve it?

11
A Valley Without Wind 1 & 2 / Ice Age names
« on: November 19, 2011, 03:55:37 AM »
I have a question that bothers me almost from the first start of the game: most (or maybe even all) characters in Ice Age zone have Russian-like names. But it is not true full Russian ones. Mostly it's the 'kid names' that never used oficially. :) So I am curious, what was source of that names? :) And was it intentionally Russian-like? :)

12
A Valley Without Wind 1 & 2 / Re: Too artificial buildings maps?
« on: October 11, 2011, 09:19:11 AM »
Yeah, this is correct. We're trying to keep as much real-estate available as possible.
Aww. This issue I didn't consider. :(

Well, I would prefer "natural" map to more space anyway. But it's a serious issue after all...

As I am not like to choose, then (in ideal world, and if I would be genius developer) I could give a choice between "natural" and "sorted-out" map. :)

13
A Valley Without Wind 1 & 2 / Re: Too artificial buildings maps?
« on: October 11, 2011, 08:21:31 AM »
Hmm. It seems, I am still unclear with my complaints. Sorry for that. I am Russian, and even on Russian I have some problems with explaining my thoughts. Let me try it again, sorting my complains.

1. Yes, I know that "minimap" in the corner actually is graph. I simply see no reason to be it a such graph. Why to? It can be a "real" map too! Actually, most of dungeon maps is the same graphs.

2. "One-way" graph by itself is too artificial. There isn't any buildings, except simplest ones, that haven't real loops, double staircases, secret (unused) doors, several entrances/exits etc. But... yes, it can wait. It could be realized in long-time perspective - or not. It would be a pity, but I can live with it.

But I see no reason for it to be one-way graph in such, "vertical" design. Yes, current graph logically is equal to the same graph but with branches going up and down. But for human perception it is still different! :) If it was "flat", it could be bearable - but I see ladders here and there! And all of them goes only up!

3. Well, let all this buildings to be one-way only. But then only difference of current graph from "real" map is this "autosorting" of all things. But... is this necessary? Really? For me, it only create needless level of artificialness. That, in turn, breaks suspension of disbelief somewhat. And, well, creates some confusion too. Also it gives totally out-of-place possibility to get to maximum floor simply selecting rightmost exit. Precognition, I think. Is there another reason to have "sorted" map?

Enough for now, I think. :)

[edit]

Oh, wait, I just recall last "issue".

4. All building maps are "collapsing", adding up to mentioned "pyramid" design. Room of 6 cells can lead only to room of 6<=cells and have connection only to max. 6 rooms. Every one (if it's more than one) will be at max 5 cells, etc. In the end, 1-cell room can only expand to the same room or end the chain.

I think, it's an example of design choice that affects gameplay and results in predicable (so artificial) results. Each "base" level gives only size that <= it. And I don't think that it is needed, actually. Of course, you still need this "actual" width, but it not needed be "visual" one!

Let's try already described design:
                              ________
                _______|_8_|10#|
 _______|_6*|___7#__|_9_|
|_4_|_3*|_5_|____2a_____|
|___________2__________|
|___________1__________|

Why it must be layed out such way? It could be made like this:

                       ________
                ___|__8_|10#|
 _______|_6*|_7#_|_9_|
|_4_|_3*|_5_|_2a_____|
|_______2___ ___|
                     |_1_|

Such way, of course, not very "nice", comparing with previous variation. But it's more "natural", allows more variations and not so predicable! Also, for niceness it could (and actually must) be "filled" with "empty" blocks:

                       ________
                ___|__8_|10#|
 _______|_6*|_7#_|_9_|
|_4_|_3*|_5_|_2a_____|
|_______2___ ___|__0_|
|____0____|_1_|_0____|

Of course, logically this scheme don't differs from previous one. It is based on it after all. :) But a) it looks more natural (for me), and b) it allows "expanding" that not possible in current design. Like that, for example:
________
|9_|10|11|
|__8____|
|6|7|_0__|
|3__|4_|5|
| __2____|
|1|__0___|

Now it's really all that I can say. For now. :)

14
A Valley Without Wind 1 & 2 / Too artificial buildings maps?
« on: October 11, 2011, 12:15:21 AM »
I am love to search all this dungeons and buildings. But one issue catches my attention now and again: simple graph structure of most dungeons. I tried to rise question in bug tracker, but it was closed because, well, it's too minor to consider right now, in 0.5 versions. They are right - bug tracker is not very appropriate place to discuss such things in general, apart of immediate use. So I created this theme. :)

So, for me (I am only L5 yet) there is only two types of structures: buildings and caves.

Caves looks almost normal ("almost", because it's always one-way, from up till down and no turns and twists). It have "even" distribution of places and bosses, so it's ok for me for now.

But buildings are another case.

Of course, it's one-way too. That is slightly strange, but bearable. But why it is such right-hand-oriented? I don't see much use of it (except obvious consequence: if you need highest point, always select far right entrance to next floor). Why such pyramid-like design? Most buildings known to me are "even", having sometimes narrowing close to roof - but often it's not a case. And in world of AVWW, it seems, all buildings are designed by pyramid maniacs. :) Also, yes, it's slightly strange that all this ruined rooms tend to be on the edge of graph, and never in the middle. In reality it would be random, including, of course, stairs and hallways. Yes, I can understood that it's not "real map", it's only graph, organized like map - but why? Is there any in-game reason of it?

So for me in first it must be randomization of room in floor plan (no auto-grouping stairs to right and ruined rooms to left) - actually, I would be totally happy if "real" doors would be more or less directly projected on map in terms of relative positions.  And in second, it would be good to have more variety of building plans (not only pyramids, but even blocks, trees and bushes too :). Current design is too predicable, and boring, and artificial (in bad sense of the word - I am aware that buildings itself are artificial objects :).

Am I only one who troubled by this issue?

15
I think one point which is confusing you here is what levelling now affects.

Whenever you level up, everything in the world becomes weaker. So your stats might well be the same in absolute terms, but they're better in relative terms.
Wow. I missed it. Thank you for info! :)
You do get different gems from different kinds of terrain. When in the spellgem crafting bench, hover your mouse over the raw gem you want to find. In the tooltip it should tell you where the best places are to find that kind of gem. Keep in mind that just means you are much more likely to find it in that terrain, not that every cave with a gem vein will have it.
Oh, great! Thank you! :)

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