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First and foremost: I am playing the Linux version, and it's slow, but nearly optimal stable. The game crashed once today, but as far as I can remember, it's only the second time after many hours of playing.
It also boots stable even if I am using other programs at the same time.

And the last two updates solved a lot of issues that I was considering to write down here... but a few still exist.
There are:
In Arken, when I hand over the letter to Levantius, the icon shows his mistress, not him.

Also I found some road tax 'anomalie' at the gates of Arken. Towns like Lumen, Deven and TZS are connected to a road but if one enters them by a non-route node connection, one does not meet tax collectors usually. Only at Arken they lurk all around the town gates, it seems. That's a bit strange... I could understand that better if it was TZS or Deven, but Arken?

For companion combat, allow an "usual battle order". There aren't so many options, are they, that one would change it from fight to fight? At least I have less then one of ten fights in which I use another line-up.

When I fight at crew combat and have no losses, there is no headline over the 'gained' things. For not so experienced players, that might be puzzling?

It's really much more satisfying with auto-unmounting outriders after combat, but it would be great if they could do that also when I gain loot during events. There, I still have to discard things because I can't make free additional cargo slots...

If a comitatus is not properly protected, could you please make the routing handle calerus nodes as nonexisting or blocked when autorouting. Auto-leading someone into an expectable catastrophe is... not so fine, is it?

Playing the sixth or seventh character, the crew combat tutorial becomes a bit annoying. I think it should be enough to show it two or three times.
Also when I replay 'Pilgrims...', I would appreciate to mark parts of the tutorials as "I think I have read them often enough now, thanks..."

If you are working on the pricing: would it be possible to suppress pricing of non-available or non-tradable goods? It's quite nonsense in my opinion to have contraband prices in settlements where contraband trade is in fact impossible. Also it doesn't have any importance to know that in Kernak luxury wine would be cheap if there's none to buy at all.
Post edited December 29, 2020 by GMzH
Hey, these are awesome. Thanks for taking the time to gather them.
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GMzH: First and foremost: I am playing the Linux version, and it's slow, but nearly optimal stable. The game crashed once today, but as far as I can remember, it's only the second time after many hours of playing.
It also boots stable even if I am using other programs at the same time.
Great to hear it's fairly stable. We do see a few crashes here and there and continue working on fixing the underlying issues. Thanks to everyone who got the send crashes and statistics ticked. It helps us a lot to proactively work on these.
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GMzH: And the last two updates solved a lot of issues that I was considering to write down here... but a few still exist.
There are:
In Arken, when I hand over the letter to Levantius, the icon shows his mistress, not him.
Oh, that's odd. Gonna check on it.
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GMzH: Also I found some road tax 'anomalie' at the gates of Arken. Towns like Lumen, Deven and TZS are connected to a road but if one enters them by a non-route node connection, one does not meet tax collectors usually. Only at Arken they lurk all around the town gates, it seems. That's a bit strange... I could understand that better if it was TZS or Deven, but Arken?
Agreed and we just fixed it not long ago, so it will have been fixed from the next build.
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GMzH: For companion combat, allow an "usual battle order". There aren't so many options, are they, that one would change it from fight to fight? At least I have less then one of ten fights in which I use another line-up.
That's actually a great QoL idea that we have not heard so far. Quite like it. We will add a dev-story to our list and you might see this implemented eventually.
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GMzH: When I fight at crew combat and have no losses, there is no headline over the 'gained' things. For not so experienced players, that might be puzzling?
Hmm. We removed it as it looked odd empty. A better solution might be to include it (or something) indicating 'No losses'. Will add it to your list.
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GMzH: It's really much more satisfying with auto-unmounting outriders after combat, but it would be great if they could do that also when I gain loot during events. There, I still have to discard things because I can't make free additional cargo slots...
Automount is supposed to work during events too. We will investigate and log it as a bug if not.
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GMzH: If a comitatus is not properly protected, could you please make the routing handle calerus nodes as nonexisting or blocked when autorouting. Auto-leading someone into an expectable catastrophe is... not so fine, is it?
This would be quite complex to add as the three involved systems are completely disconnected. We will see if we ever get to this. No promises, though.
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GMzH: Playing the sixth or seventh character, the crew combat tutorial becomes a bit annoying. I think it should be enough to show it two or three times.
Also when I replay 'Pilgrims...', I would appreciate to mark parts of the tutorials as "I think I have read them often enough now, thanks..."
Yep, we do plan to add this option but only after we implement the final tutorials (the current ones are semi-placeholder. It will come in the final polish phase when all features and UI pane are final. So the good news is that it will come but on only later.
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GMzH: If you are working on the pricing: would it be possible to suppress pricing of non-available or non-tradable goods? It's quite nonsense in my opinion to have contraband prices in settlements where contraband trade is in fact impossible. Also it doesn't have any importance to know that in Kernak luxury wine would be cheap if there's none to buy at all.
The info from the tooltip was only a placeholder until a proper solution as you are right, it mixes all kinds of things that one may not find useful while need badly at other times. Others too asked to limit it by time, distance, etc.
As it would be impossible to meet all those criteria we will completely remove it when we add the Price history feature that will allow players to check on prices from whichever direction they want.

Hope you find these useful, and again, thanks for sharing these. Keep them coming!
Thanks, cheers, and Happy New Year!
The Lost Pilgrims team
Post edited December 30, 2020 by Sztaszov
I'm glad that I can help to make a good game even better :) .

The Price history feature preview looks very promising, I'm looking forward to it. Is the second button at the top of each row for switching between "single item price" and "stack price"? At least I usually compare stack prices when it comes to the decision with what to fill my cargo slots (if it's not a valuable item like silver or jade).

That automatically avoiding the calerus nodes may be not possible - well, that's life, one can't have it all :) . Another thing of the list of unfullfilled wishes will surely be the opportunity to create own companions? As you fit the others with a story that would clearly be not in line with the concept (except if it's a golem designed only according to my needs?), and providing a backbone to click ones way to own combat skills would be a huge piece of work... yet I yearn for that.
Well, back to reality...

When I talk to Harvek and I check the tooltip of "Talk to him about your involvement with the syndicates" then I get "Your background must not be %background%".
Post edited January 01, 2021 by GMzH