Talking Needs Work, and Bug Fixing

Yesterday's 0.983 seems to be pretty stable, so that's good news! And folks seem to like the new creature sprites and equipment/armor. Overall, the build seems to be an improvement over 0.982.

That said, there are still issues to work on. For one thing, the new talking/ceasefire code seems to have fizzled somewhat. AI is rarely giving the player a chance to talk, and often just retreats. Some of this is due to old playing habits catching up to us (strong+melee+dogman hide = retreat from scary person), but some of it is unintuitive.

To help improve the AI, and to keep conversation in one place, I've created a thread about NPC conversations here. In it, I ask some specific questions, offer some ideas, and ask for your feedback. If you've tried out the new feature, weigh-in on the discussion with your thoughts! I'm hoping we can make it work a bit better and more like what players expect from the feature.

As I'm collating data on this new feature, I've turned my attention to some smaller bugs and enhancements. The cargo pants appearing huge has been fixed, as has the balaclava that won't let go of your head :)

I also added some code to make sure AI doesn't re-enter a hex after retreating from it for at least a couple turns. This should help with the "yo-yo" behavior many complained of.

I've also been meaning to fix-up the user-friendliness of the crafting screen. So I finally got around to that. In the next build, any tools used in crafting will stay at the top, so one doesn't have to place them back up there to do the same recipe again.

Furthermore, I've added a "clear" button that appears when one has crafted something. Clicking it will empty the yield, and refresh the recipe. In theory, this should allow players to spam the "Craft/Clear" button to crank out many of the same item over time.

I've also fixed some minor issues with the items screen. Layered shirts should now draw in the correct order all the time, and hoodie pockets should no longer interfere with armor pockets.

Still more to do, in terms of fixes. That, and I still need to figure out how to improve talking with AI. More on that tomorrow!

Have a good night, all!

Comments

jsyang.ca's picture
jsyang.ca

Hey Dan, I think your OSX button link on the download page doesn't work for 0.983b. Had to click the text one to get the new beta. Looking pretty good so far though!

dcfedor's picture
dcfedor

I think that's working as intended, but maybe it's just unclear. The 0.983 version is just a "test" version, so I put the text links under the "safe" 0.982 image button version.

Is that what you mean? Or does the image button not download anything at all?

Dan Fedor - Founder, Blue Bottle Games

Malacodor's picture
Malacodor

How about a "repeat" button (hotkey 'R') for both the crafting screen and the combat screen which combines clear + confirm and select last move + confirm respectively? (Yeah, I know that I'm lazy)

Ran around with a clown mask before it was cool

dcfedor's picture
dcfedor

Not as lazy as I am :)

Wouldn't quick recipe + spacebar work?

Dan Fedor - Founder, Blue Bottle Games

Malacodor's picture
Malacodor

Doesn't work for hand-picked materials or combat.

Ran around with a clown mask before it was cool

Rovlad's picture
Rovlad

More than that, I feel the automatic ingredients choosing is kinda wonky.
Even if I have a medium branch. a bunch of paper pieces amd a lighter, it still insists on me using my perfect torch to make a crude one. By "insists" I mean it shows up as the first recipe. You can still click away from it and choose the sensible one.

pitron's picture
pitron

i dont know if this is the new update or my computer but im getting a massive lag spike every time i click on a skill to pick it up and put it in a slot

Rovlad's picture
Rovlad

Dunno about that, but I can confirm that vehicle screen is blazingly fast compared to the equipment screen.
FPS are like 200 against ~30, respectfully. Did you forget to limit FPS in vehicle screen? :)