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RPG => Dungeon Rats => Topic started by: Vahha on November 06, 2016, 10:13:01 am



Title: Interface bugs and suggestions
Post by: Vahha on November 06, 2016, 10:13:01 am
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Title: Re: Interface bugs and suggestions
Post by: agris on November 06, 2016, 10:29:17 am
All suggestions, no bugs.

  • scroll wheel scrolls the list of lootable bodies in the loot screen, when the mouse is over the central section
  • crafting (incl. decompose screen): mouse over items and resources shows names in tooltip
  • during combat prep stage: clicking on party member's portrait in action queue selects them
  • during combat prep stage and regular combat: mousing over an enemy will subtly highlight their portrait in the action queue.

I am constantly trying to select my own units by clicking on their portrait, it feels like such a natural way to select party members.


Title: Re: Interface bugs and suggestions
Post by: Oscar on November 07, 2016, 10:57:46 am
Good suggestions, we will implement most of them, but "regular combat: clicking on party member's portrait in action queue selects them" would never be implemented as you can only control the character whose active turn is now... It's not like in X-COM in which you control all your party members during your party's turn, then the enemy moves all of them. Here it is on an individual basis.


Title: Re: Interface bugs and suggestions
Post by: agris on November 07, 2016, 11:23:36 am
Good suggestions, we will implement most of them, but "regular combat: clicking on party member's portrait in action queue selects them" would never be implemented as you can only control the character whose active turn is now... It's not like in X-COM in which you control all your party members during your party's turn, then the enemy moves all of them. Here it is on an individual basis.

Ah of course! I meant during the positioning phase.


Title: Re: Interface bugs and suggestions
Post by: Wrath of Dagon on November 15, 2016, 10:52:25 am
F1 key for help still doesn't work, would be nice to be able to go back and read parts of the tutorial if you forget something.


Title: Re: Interface bugs and suggestions
Post by: Nick on November 15, 2016, 12:03:16 pm
F1 key for help still doesn't work, would be nice to be able to go back and read parts of the tutorial if you forget something.

It's implemented for the new update.


Title: Re: Interface bugs and suggestions
Post by: agris on November 17, 2016, 01:00:40 pm
Hey Nick, here's another UI suggestion. Please make the combat log resizable/movable like it was in AoD!


Title: Re: Interface bugs and suggestions
Post by: Nick on November 17, 2016, 01:10:29 pm
This gets requested a lot, so I guess we have to do it =)


Title: Re: Interface bugs and suggestions
Post by: agris on November 17, 2016, 04:01:27 pm
Thanks. Got a strange UI bug today, look at the Attack Rating breakdown on the right. http://i.imgur.com/LbT4pxW.jpg (http://i.imgur.com/LbT4pxW.jpg)

Link to my console.log: http://pastebin.com/iM7gcmcV (http://pastebin.com/iM7gcmcV)


Title: Re: Interface bugs and suggestions
Post by: Wrath of Dagon on November 20, 2016, 08:58:22 pm
Character screen shows the breakdown of your defense, but shouldn't it show the break down of your vsCS also? And the help screen doesn't mention vsCS having anything to do with your own CS, seems strange, is that right?

Edit: This wasn't in the old version, and I don't see it in the new version, unless it's because I'm using a previous save. You can tell the poison strength of an equipped throwing weapon by mousing over, but I don't see any way to tell the poison strength of a missile in inventory.

Edit: I don't even understand how poisoning missiles works. I can either poison one missile at a time if I hold it in my hand, but it says it has 20 poison uses, or I can poison the crossbow! So how do you get a stack of poisoned missiles? Seems like a very inconsistent interface. Also if you load and unload a poisoned missile from inventory screen, it becomes non-poisoned, may be that's as intended.


Title: Re: Interface bugs and suggestions
Post by: Nick on November 21, 2016, 08:54:16 am
Edit: I don't even understand how poisoning missiles works. I can either poison one missile at a time if I hold it in my hand, but it says it has 20 poison uses, or I can poison the crossbow! So how do you get a stack of poisoned missiles? Seems like a very inconsistent interface. Also if you load and unload a poisoned missile from inventory screen, it becomes non-poisoned, may be that's as intended.

There was a problem with poisoning arrows for some time, but we didn't have time to fix it before the update. Working on it now.


Title: Re: Interface bugs and suggestions
Post by: Wrath of Dagon on November 21, 2016, 09:09:51 am
The help screen for critical should say that that's how it works for fast, normal and power attacks, but for special attacks it's a different formula, "see under attack description". Also it would be good to actually write down the formula instead of just describing it. Also seems strange to me that strength doesn't affect the crossbow damage, but does affect special criticals.


Title: Re: Interface bugs and suggestions
Post by: sthalik on November 22, 2016, 04:55:23 pm
Please allow for removing the camera jamp when changing characters during pre-combat.


Title: Re: Interface bugs and suggestions
Post by: agris on November 22, 2016, 08:51:31 pm
Edit: I don't even understand how poisoning missiles works. I can either poison one missile at a time if I hold it in my hand, but it says it has 20 poison uses, or I can poison the crossbow! So how do you get a stack of poisoned missiles? Seems like a very inconsistent interface. Also if you load and unload a poisoned missile from inventory screen, it becomes non-poisoned, may be that's as intended.

There was a problem with poisoning arrows for some time, but we didn't have time to fix it before the update. Working on it now.

Whatever number of 'attacks' a poison works for, should poison that many missiles in a stack. I think that's a common sense solution.


Title: Re: Interface bugs and suggestions
Post by: agris on November 26, 2016, 01:32:48 pm
Thanks for adding the new material tooltips in the crafting screen, it will make it easier for new players. The crafting breakdown screen still lacks a tooltip for what resource is generated, though.

Are you guys still planning to support mouse-wheel scrolling of bodies in the loot screen?


edit: the crafting material tooltips use the AoD material names - mithril and meteor - rather than DR's blue steel and sky metal.


Title: Re: Interface bugs and suggestions
Post by: Vahha on December 03, 2016, 09:16:54 am
Minor improvement: the rings and amulet slots should be removed from inventory interface.

edit: the crafting material tooltips use the AoD material names - mithril and meteor - rather than DR's blue steel and sky metal.
Yeah, I also noted that. That's confusing for new players.


Title: Re: Interface bugs and suggestions
Post by: Sunfire on December 04, 2016, 03:39:31 am
Minor improvement: the rings and amulet slots should be removed from inventory interface.
Set CHA to 10, and hire the Construct and the Guardian ;)


Title: Re: Interface bugs and suggestions
Post by: Vahha on December 04, 2016, 03:48:37 am
Oh, the ring of the Magi and the nullifier amulet are back?


Title: Re: Interface bugs and suggestions
Post by: sthalik on December 05, 2016, 08:12:07 am
Crafting material stack sizes are visible in crafting tab but aren't droppable. Stack sizes aren't visible in the inventory tab but are droppable there.


Title: Re: Interface bugs and suggestions
Post by: Pladio on December 06, 2016, 03:47:02 am
From Kirinyale's ironman post on Steam:

To developers:

1) Please add a poison level indicator somewhere (with constitution adjustment, of course). I'm SO tired of searching the combat log to check if someone is going to die on his next turn.

2) Since we have to do a lot of decomposing in DR, filtering items by material would be extremely useful. Especially for hardened leather.

3) How about auto-sorting the inventory (if you insist on keeping this awful fallout-style vertical strip)? Filters are nice, but when you have 3 kinds of bombs, 2 kinds of neurostims etc, and they are all over the place, it's an absolute horror.

4) Weapon schematics should also be sorted by weapon type, regardless of the order in which I add them.


Title: Re: Interface bugs and suggestions
Post by: Pladio on December 06, 2016, 08:44:00 am
To developers:

Please DON'T auto-switch me to a random different weapon when I suddenly run out of throwing knives!!! Just keep the empty hand/slot active. I can handle it myself - just make sure I have a chance to notice what happened!


Title: Re: Interface bugs and suggestions
Post by: Pladio on December 06, 2016, 05:55:55 pm
Sometimes hovering over an enemy to attack switches the cursor back and forth and doesn't allow to be clicked to attack. Not reproducable, but happened relatively often.

It happened just now to ColonelRPGs twitch stream, so when he posts it, you may be able to see.


Title: Re: Interface bugs and suggestions
Post by: Wrath of Dagon on December 26, 2016, 08:54:18 pm
The character creation tutorial should prominently point out that DEX and STR boost different weapons and defenses. That's easy to miss if you don't hover in the right place, in fact I've missed it until just now. Edit: I don't like it either because my favorite build is a 2-H 12AP hammer, but I'm heavily penalized for that.


Title: Re: Interface bugs and suggestions
Post by: Wrath of Dagon on December 28, 2016, 07:52:36 pm
Using the scroll arrow on the log window pans the camera, since it's at the bottom edge. This can be solved by moving the window, but still.
In the fight with deep cave wounded scolopendra, log said aimed torso was reducing its armor DR to 60%, but attack description says 75%.
In the F1 help screen shield description still says it helps against ranged for dodge, but that's been changed. Not sure if it still helps against CS, as it says.


Title: Re: Interface bugs and suggestions
Post by: Sunfire on January 17, 2017, 03:26:38 am
Short attack hint (when hovering mouse cursor over the target) changes to full too long. Is there any possibility to speed it up or show only the full hint always?


Title: Re: Interface bugs and suggestions
Post by: Sunfire on January 17, 2017, 01:43:29 pm
File help.english.cs - the abbreviations section should be welcome:

// Number 15
$HelpItemTitle[$HelpScreenItemsCount] = "16 - ABBREVIATIONS";
$HelpItemText[$HelpScreenItemsCount] = "<spush><font:Charlemagne Std:34><color:FEFEFEFF>16 - ABBREVIATIONS<spop><br><br>AoO - Attack of Opportunity<br>AP - Action Points<br>ADC - Armor Damage Chance<br>CS - Critical Strike<br>Dmg - Damage<br>DR - Damage Resistance<br>HP - Hit Points<br>IA - Interrupt Attack<br>SP - Skill Points<br>THC - To Hit Chance<br>vsBlock - Versus Block<br>vsCS - Versus Criticals<br>vsDR - Versus Damage Resistance<br>vsRanged - Versus Ranged Weapon<br>CHA - Charisma<br>CON - Constitution<br>DEX - Dexterity<br>INT - Intelligence<br>PER - Perception<br>STR - Strength";
$HelpScreenItemsCount++;


Title: Re: Interface bugs and suggestions
Post by: Wrath of Dagon on January 28, 2017, 08:34:03 pm
Minor bug: If open the inventory screen and hover over the equipped scimitar, can't see the very bottom line of the description on the left.

Edit: I guess there's still no way to see what your vsCS break down is, very inconvenient. The shield would boost vsCS even for dodge?


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 07, 2017, 06:59:11 am
I need to summarize here - which attacks' descriptions aren't displayed in the textbox (log).
Plz, post here with screenshots if you encounter any blank lines in the textbox (the window in the lower left corner) during the combat - and which type of attack has lead to it.

Let's start:
1) Throw Acid [20].
2) Ranged Aimed: Legs attack [51].
3) Guardian (Demon) Slash [27->31].

See attached pic.


Title: Re: Interface bugs and suggestions
Post by: AbounI on February 07, 2017, 07:12:39 am
Do you need it in official language or in the translated one? (cause what is already written in the log can't be switched in English)
It seems I got some missing entries for Whirlwind too (do I have to check if it happens for each kind of weapon which are able to perform such attack? it could take time)
update : pretty sure some xbow shooting are missing too, but i can't remember which kind of shooting exactly. Got to check that
That was already reported here:
http://www.irontowerstudio.com/forum/index.php/topic,7258.msg149436.html#msg149436 (http://www.irontowerstudio.com/forum/index.php/topic,7258.msg149436.html#msg149436)
(still got to check the type of attack though)


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 07, 2017, 07:22:47 am
Do you need it in official language or in the translated one? (cause what is already written in the log can't be switched in English)
It's up to you - all can be helpful.

It seems I got some missing entries for Whirlwind too (do I have to check if it happens for each kind of weapon which are able to perform such attack? it could take time)
Seems like only bladed weapon's Whirlwind attack has no description.

update : pretty sure some xbow shooting are missing too, but i can't remember which kind of shooting exactly. Got to check that
Especially aimed: arms and aimed: legs

Also missing:
Throw Acid
Throw Opponent
Elder Scorpion Claw Attack on you (or your companion, or Ismail).


Title: Re: Interface bugs and suggestions
Post by: AbounI on February 07, 2017, 08:44:09 am
Ok, tried with different weapons:
-1handed dagger : all seems good
-2handed hammer : all seems good
-Xbow & bow: some missing entries
  • aimed:arms -> hit & critical strike: missing entries
  • aimed :legs -> hit & critical strike: missing entries
  • aimed: torso -> (single hit not yet checked) critical hit : it's OK
-Throwing (stone & pilum): missing entries
  • (stone) aimed: arms -> hit & critical strike: missing entries
  • (stone) aimed: legs -> hit & critical strike: missing entries
  • (stone) aimed: head ->hit (critical strike not yet checked): it's OK
  • (pilum) aimed: torso -> hit (critical strike not yet checked): it's OK
other types of attack for Xbow & Throwing (stone) seems OK
(don't know if it's alright when performed a critical strike though)

Update: found another bug
Still in the combat log, Silas performed a whirlwind with his 1handed spear (must try with a 2 handed spear), but he's named the Guardian  :huh:. He's correctly named when striking differently.
edit: it also happens when Ismail whirlwinds with a 2 handed sword or a 1 handed sword too.

Update: critical strikes performed: some missing entries too.
Throwing (stone) -> aimed: arms : critical strike : missing entry too  :(

Can we assume all the missing entries in the log also refers to the critical strike whatever the weapon & type of attack are? If a "single hit" is missing, might be possible it's also valid for the critical strikes?

Update#2:
in the combatlog, when a party member expertly dodges then counter attacks, should it also be reported? It seems it's also missing.I've just checked the textbox.cs file, it seems that should be reported:
Quote
\\c3<victim> expertly dodges <attacker_s> attack and counter-attacks immediately.
edit : I'm not sure, I have to check, but I guess  this entry works properly when the game is switched into FR. I will report that later. No, it doesn't work too.
 :idea: Maybe the game considers <victim> only performs a single dodge and not an expert dodge?


Title: Re: Interface bugs and suggestions
Post by: Vahha on February 07, 2017, 01:36:02 pm
There's not enough room for some interface windows @ 800x600 resolution. The bottom section just won't be displayed.
(click to show/hide)


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 07, 2017, 02:00:44 pm
Thank you, AbounI.
Almost everything is just like that.
It remains to verify Throw Acid, Throw Opponent, and Elder Scorpion Claw attack.

Update: found another bug
Still in the combat log, Silas performed a whirlwind with his 1handed spear (must try with a 2 handed spear), but he's named the Guardian  :huh:. He's correctly named when striking differently.
edit: it also happens when Ismail whirlwinds with a 2 handed sword or a 1 handed sword too.
It must happens in EN version only - I've fixed Guardian's attack in the localized file as far back as the 2nd update.

Can we assume all the missing entries in the log also refers to the critical strike whatever the weapon & type of attack are? If a "single hit" is missing, might be possible it's also valid for the critical strikes?
Yes.


Update#2:
in the combatlog, when a party member expertly dodges then counter attacks, should it also be reported? It seems it's also missing.I've just checked the textbox.cs file, it seems that should be reported:
Quote
\\c3<victim> expertly dodges <attacker_s> attack and counter-attacks immediately.
edit : I'm not sure, I have to check, but I guess  this entry works properly when the game is switched into FR. I will report that later. No, it doesn't work too.
 :idea: Maybe the game considers <victim> only performs a single dodge and not an expert dodge?
Yes, it should be reported in the textbox.
Maybe. Gotta check it.


Title: Re: Interface bugs and suggestions
Post by: AbounI on February 07, 2017, 02:40:44 pm
Yw
checked Chakram & handox
- aimed : arms -> hit : not displayed as it should (do you still need a screen?)

100% sure throw acid doesn't work while throw bombs & liquid fire are fine.


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 08, 2017, 01:28:33 am
Yw
checked Chakram & handox
- aimed : arms -> hit : not displayed as it should (do you still need a screen?)
No.


Title: Re: Interface bugs and suggestions
Post by: AbounI on February 08, 2017, 05:35:13 am
What's the best build to check the throw opponent?
Concerning the elder scorpion claw attack, it's not correctly displayed



Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 08, 2017, 06:30:08 am
What's the best build to check the throw opponent?
Concerning the elder scorpion claw attack, it's not correctly displayed
According to the file ui.english.cs:
(click to show/hide)
it must be some one-handler dodger with high STR. Maybe, an axeman with Skeggox or Mineb.


Title: Re: Interface bugs and suggestions
Post by: AbounI on February 08, 2017, 07:27:20 am
thanks SF.
So it's a critical effect to the feint? (I thought it was a type of attack)
if yes, it seems to be correctly displayed
edit: another screenshot: Marcus performed a critical feint.


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 08, 2017, 08:43:07 am
No, Throw Opponent is a type of attack.


Title: Re: Interface bugs and suggestions
Post by: AbounI on February 08, 2017, 09:35:25 am
Ok, so I'm good to start a new game. Could take time to be able to check that  :salute:


Title: Re: Interface bugs and suggestions
Post by: AbounI on February 09, 2017, 05:41:17 am
I've crafted every type of weapons (ranged or not), and by default, none have the "throw opponent" type of attack.
Does it need to engage a fight first?
Wonder if there could be any condition to let this attack appear : maybe it requiers a netted or crippled opponent, but that would be weird.
I don't remember well in AoD what can make a "throw opponent" strike.


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 09, 2017, 09:07:22 am
Did you try to equip 1-handed weapon and empty 2nd Hand slot?


Title: Re: Interface bugs and suggestions
Post by: AbounI on February 09, 2017, 10:18:27 am
Good point, let's try like that
update: even with empty second hand (for 1handed weapons), none weapon allow me to perform a throw opponent strike.And quick jab isn't available too.
I guess they do not exist anymore in DR


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 10, 2017, 07:22:09 am
Maybe.

I've just checked - throw acid vials (standard, splash and strong) attack still hasn't been shown in the textbox.
console.log shows some "parse error".


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 13, 2017, 02:36:13 am
Good point, let's try like that
update: even with empty second hand (for 1handed weapons), none weapon allow me to perform a throw opponent strike.And quick jab isn't available too.
I guess they do not exist anymore in DR
You seem to be right - Throw opponent is a leftover from AoD.


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 13, 2017, 03:15:39 am
I've just checked in AoD (both EN and RU) - throw acid vial (standard and strong) attack has NOT been shown in the textbox (not even the blank line - i.e. the symptoms differs). While throw acid vial (splash) attack has been shown in the textbox.
Same "parse error" in the console.log - attaching...


Title: Re: Interface bugs and suggestions
Post by: AbounI on February 13, 2017, 06:49:45 am
So, at this point, what can be done?


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 13, 2017, 06:52:36 am
I'm afraid that nothing, except for asking the devs, distracting them from their main job.


Title: Re: Interface bugs and suggestions
Post by: AbounI on February 13, 2017, 07:31:46 am
 :(


Title: Re: Interface bugs and suggestions
Post by: Goral on February 22, 2017, 03:01:43 pm
A strange problem occurs: http://images.akamai.steamusercontent.com/ugc/156901856765396772/F4CB56DEDD829AFE9F62B95B4B119E7C1A1A80CC/ (http://images.akamai.steamusercontent.com/ugc/156901856765396772/F4CB56DEDD829AFE9F62B95B4B119E7C1A1A80CC/)
If I add a schematic in the crafting skill "throwing weapon" and "missiles" overlap but if I add schematic in the regular inventory everything is OK. Same happens in the English version. To replicate just try to have as many different weapons as you can and add schematics and you should encounter this problem.


Title: Re: Interface bugs and suggestions
Post by: ad3pt on February 24, 2017, 09:38:48 am
Quote
I've just checked in AoD (both EN and RU) - throw acid vial (standard and strong) attack has NOT been shown in the textbox (not even the blank line - i.e. the symptoms differs). While throw acid vial (splash) attack has been shown in the textbox.
Same "parse error" in the console.log - attaching...

This seems to work correctly to me (in the latest 'test' steam build [EN]).
Can you make sure you tested the actual build?


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 24, 2017, 12:56:20 pm
This seems to work correctly to me (in the latest 'test' steam build [EN]).
Can you make sure you tested the actual build?
Just checked the latest official Steam version - the problem exists in RU and EN version still. Now with ALL type of acid vials (even the Splash one):
(click to show/hide)
(click to show/hide)

Same issue remains in pure latest Test version (deleted the game and its Steam folder, then install Test version):
(click to show/hide)
So, the problems are not in localized versions, but in the ITS ones.


Title: Re: Interface bugs and suggestions
Post by: Nick on February 24, 2017, 02:09:25 pm
These are DR screenshots, but we've tested AoD (dev build & test branch), since you mentioned AoD in the top post on this page. All acid textbox messages are perfectly visible, for all types of vials.

Maybe the issue is in the save? Can you attach it?


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 24, 2017, 04:08:54 pm
Damn, I almost forgot about it.
Sure, here you are.


Title: Re: Interface bugs and suggestions
Post by: Nick on February 27, 2017, 11:08:35 am
Damn, I almost forgot about it.
Sure, here you are.

DR build doesn't include 2017 fixes, but can you confirm that acid messages work fine in current AoD test? Just to know if to debug further or just recompile DR with new code.


Title: Re: Interface bugs and suggestions
Post by: Sunfire on February 28, 2017, 01:19:58 am
DR build doesn't include 2017 fixes, but can you confirm that acid messages work fine in current AoD test? Just to know if to debug further or just recompile DR with new code.
I confirm.
(click to show/hide)


Title: Re: Interface bugs and suggestions
Post by: Nick on February 28, 2017, 01:57:02 pm
Nice!


Title: Re: Interface bugs and suggestions
Post by: old_school_gamer on March 25, 2019, 04:54:54 am
One of the biggest ones for me with Dungeon Rats that popped up was the desire to sort items by their encumbrance so that the heaviest items go to the top or the bottom (ascending or descending order, either one is fine with me). Especially in that one I was coming across so much metal and organic scrap for crafting, alchemy ingredients, etc, that it was very difficult to figure out what was encumbering my character when I became over-encumbered when I had like 10 scrolling pages worth of items that weren't sorted by weight. If I had the ability to sort by weight, it'd be so much quicker to see what was encumbering my character.