Showing 1-20 of 320 entries
Jan 20, 2014 @ 11:34pm
In topic Patch 3.1: Summary of fixed bugs and remaining bugs
Originally posted by pez:
the game needed another year of development before release. Management got greedy and ♥♥♥♥ed us over with a 75% finished product. Don't blame the devs, blame the product manager.

Yep, I've been saying this for half a year now.
I've posted the details on the AbbeyGames forums:

Also included a saved game that reproduces the crash each time, so that allows for easy debugging.

I think this may be related to the infinite mountain bug and the many other recent bugs when creating/changing biomes.

Error log included as well.
Originally posted by tangibleLime:
That's exactly zero point zero more than I was hoping for.

I hoped for more, but I don't believe this game will be fully operational before the summer. *crosses fingers*

Originally posted by tangibleLime:
Regardless of the size of the OOS problem, it shouldn't consume the cycles of the entire team. There is a point of diminishing returns when you put so many team members on one problem.

I think the main problem is that there are max. 2 devs in the team. ;-)
Jan 18, 2014 @ 10:59am
In topic Patch 3.1: Summary of fixed bugs and remaining bugs
Well, looks like version 3.2 fixed zero point zero of the remaining bugs....
Jan 13, 2014 @ 6:19pm
In topic Why only 1 Awe?
Ah! Never thought of that.... Thanks so much!
Jan 13, 2014 @ 12:02pm
In topic What a great game this is!
Really awesome game guys! The more I play it, the more I get the hang of it and the more addictive it becomes. I sure hope many people will bite through the rather steep learning curve and bridge the gap between the tutorials and the Wiki. Initially that gap may lead to some frustration, but it's definitely worth it.

For the future of this game I hope for 2 things:

1. More resources for the Ocean biome. Currently the ocean feels like a necessity for Swamps and Forrests and while you can get some nice prosperity out of the fish, in the later stages of the game the gain per patch is much less than the gain per land tile. It would be nice to see some effective marine plants with great symbiosis, or even a mineral like Oil.

2. The ability to add a 5th Ambassador onto the Giants for longer games. Even with all the variety the current 4 ambassadors offer, many ability combinations are not possible. Don't get me wrong; I do like the fact that you are forced to make choices! But if you really like a level 3 Crystal ability for instance, the options for the Ocean giant are very limited. I know I can use the cheat options (nicely called Alt-Mode), but I don't like cheating myself, as it takes away the challenge. I don't think this would change the game too much, because every Giant need to have 4 before you can pick the 5th anyway and only level 4 projects supply them after number 12.

Oh, and please keep the Wiki up-to-date! I know Wiki's usually are a community effort, but for this game it's a requirement to play the game properly. Currently the Wiki lacks some information (like in the tech trees) and I also found quite a few errors in it (most likely because of later adjustments).

Of course I understand you have been busy with the Mac/Linux ports lately, and currently with the bug reports, but I really hope you'll be able to add above functionality once everything has settled down.

Good luck and happy developing!
Jan 13, 2014 @ 11:23am
In topic Why only 1 Awe?
Can anybody please tell me why this village receives only 1 Awe?

As far as I can see none of the resources have negative Awe effects, so I'm clueless here.

Thanks! :TR:
Jan 11, 2014 @ 2:38pm
In topic I made a simple calculator for Reus
Ah, so the calculator always assumes the Fertilize effect. That's nice to know, thanks!

However I don't think you start with Potent aspects. You start with Lesser, but Fertilize gives you a better chance for an higher aspect. Even with level 3 Fertilize and for instance level 3 Hunt aspect, I still often get a Greater Hunt aspect for my animal. I think it's about 50% to get a Sublime aspect. This works differently at lower levels: normally you have 33% chance for a potent aspect (hence 67% for Lesser) and with fertilization you'll get that Potent aspect 100% of the time. Too bad those mechanics are so unclear.

By the way: the Bull (Desert animal) and Brazilwood (Swamp plant) are missing in your calculator. Not that strange, because they were added in September. The Wiki also supplies only minimal information about them; you have to use search to find them, or jump there from Superior Goat / Superior Tomato respectively.
This is not a consistent bug. I just reloaded the game, again deleted the last mineral, and now the counter start going down as expected. The only difference is that I first made more wealthy fish in the ocean. Maybe some sort of threshold is used so you can't keep loads of wealth in use for the next few minutes just because you have a single clown fish?
If you replace the last mineral of a village by a plant or animal, the total wealth for that village is reset to zero and then starts building up again (causing greed).

This means all wealth gained from plants and animals is ignored at the moment the last mineral gets deleted. Normally the wealth just starts counting down when you reduce the capacity, but in the case of the last mineral apparently something strange happens.

Besides the fact that it is very unfair that your greed grows while you actually went down hundreds of prosperity, it's also unfair that you now have to wait much longer before you reach the desired prosperity again.
Jan 11, 2014 @ 10:48am
In topic Reus has Stopped Working
Hi Touriste! Thanks for the useful info, that's nice to know.

Another thing regarding saved games: actions assigned to Giants are not saved, so if you load a game they all stand idle, while they were actually going somewhere and do something before I saved.
Jan 11, 2014 @ 9:30am
In topic I made a simple calculator for Reus
I just loaded a saved game to check it and I think you are right regarding level 3 resources. My bad; I was fooled by the game description for the level 3 Fertilize/Monsoon abilities that says: "Creates sublime boosts". It however takes both a level 3 Crystal ability + a level 3 Fertilize/Monsoon ability to create a sublime aspect.

But what about the lower level resources (up to level 2)? Does your calculator take Fertilize/Monsoon ability levels into account for these?
Jan 11, 2014 @ 8:36am
In topic No symbols on Village Counter
Another display bug:

For several projects (but not all of them), the title of the project is displayws as for instance:

Jan 11, 2014 @ 8:31am
In topic Reus has Stopped Working
Oh, byt the way: occasionally one of the Giant gets stuck. You assign an action, it moves to the desired location and than does nothing. After that it's impossible to move it. So far happened to the Forest Giant and Ocean Giant.

The only way to solve it is to revert to the last saved game. This bug also seems around since May 2013.
Jan 11, 2014 @ 8:25am
In topic Reus has Stopped Working
My Reus game crashes 1 out of every 2 times I use Alt-Tab to switch to the Wiki or to Steam. Using the ingame Wiki (with Shift-Tab) helps preventing this.

I've been reading on the Abbey game forums as well and it turns out the Alt-Tab bug is around since May 2013. A bit sad it hasn't been fixed completely.

Usinf Windowed mode also seems a solution, but I prefer to play full screen. This really gives the feeling of being in a different world instead of just watching a game in a window.
Jan 11, 2014 @ 8:19am
In topic No symbols on Village Counter
I have this issue too, but just figured the devs had forgotten the symbols there.

I always have the Projects displayed there, so it doesn't bother me too much, but it's definitely a bug.
Jan 11, 2014 @ 8:11am
In topic I made a simple calculator for Reus
A slight addition to the above: the Fertilize/Monsoon abilities are not taken into account.

I was playing around with your calculator and tried to enable Coal. Your calculator indicates that this is only possible with a level 3 Crystal ability for the Ocean giant, but in fact with level 3 Fertilize or Monsoon a level 2 Crystal ability is enough.

This greatly restricts the options shown in your calculator, while in fact many more resources are available with the chosen ambassadors.
Jan 10, 2014 @ 2:44pm
In topic I made a simple calculator for Reus
This is perfect! Thanks, very useful and makes this game more fun. It's pretty hard to figure it all out, even with the Wiki.

If only your calculator would also work the other way around.... Let's say I want to create Platinum, Coyote's and Javelina's, because they have great symbioses. What ambassadors should I plan for? And which ambassadors will offer me the superior versions of these resources? For that the calculator would have to work the other way around.

Your current calculator seems more suitable for games that went a little different than intended, causing you to pick up different ambassador than you planned for. Or for player that don't go after the achievements/unlocks and just prefer a random game. Still very nice though! :TR:
Jan 10, 2014 @ 2:13pm
In topic A few basic questions about the game mechanics
Originally posted by madSimon:
This game is incredibly boring once you get deep into the math of it. Just enjoy the discovery process and stop worrying as much.

In contrary! I love math and this game is a great math puzzle. I love to plan ahead, pick my ambassador in a specific order and use exactly the resources I need to reach my goal (which usually is at least 4-5 achievements at the time. Of course you need to play around to get a good feel for the mechanics, but there are also certain things you just need to know.

Originally posted by feralgal:
here is a link that explains border growth

Thanks! This was very useful info. I've been reading at that forum some more afterwards, but this was definitely the best post.

That said, it's not exactly how it works. I noticed that very clearly in my last game. Mountains indeed stop expansion, just like dangerous animals, while regular animals & plants and the same terrain type stimulate it. However a mine at the border seems to block expansion completely, or there also is a relationship with prosperity. I had a village not expanding for 30 minutes and when I removed the mine and added other (greater) resources within the borders, the town suddenly grew by 8 tiles within 20 minutes and this was after 1:30 hours of play. According to that post this should be impossible.

Originally posted by feralgal:
WRT fertilization, what I was saying was that I ALWAYS get the next upgrade. I've never gotten two. e.g., if i have a lesser fruit aspect, after fertilizating (with the Forest Giant or Ocean Giant's abilitites), I always get a potent fruit upgrade, never anything higher. But I've only played one thirty minute game plus the tutorials. However, I played the last few minutes of that game several times so I've fertilized (with the Forest Giant's fertilize ability or the Ocean Giant's Monsoon ability) quite often. I only have one level of fertilize and one of monsoon in that game,though. So if I had two levels of fertilize, I think I should always get two levels of aspect upgrades (I think that's superb).

Yes, from lesser to potent it seems to work that way. When you start using higher aspects however, again a chance is applied. For instance: I have a level 2 Nobel aspect for my Rock Giant. Fertilized this may become a greater aspect, or just remain a potent aspect. Too bad these percentages are not known, but I guess it's 33%. Same goes for Giants with a level 3 aspect; even fertilized this won't always be sublime. The nice thing about the higher resources however, is that they come with up to 6 aspect slots, so you can keep trying to get the sublime one you need to transmute. (Or you keep saving/reloading of course, but that's too much hassle for me.) I would also have liked to know the difference between the chances for level 1/2/3 fertilization.

Finally, maybe it's nice to know that Natura also influences these chances. I read this in one of the (random) tips of the game.

Originally posted by feralgal:
Thanks for the tip about the upward arrows indicating fertilization. I never noticed that and don't know how it works. (I will try it in my next new game, though.) But it seems like if you use the Forest Giant's fertilize ability or the Ocean Giant's Monsoon ability, it always works but you don't get a timer (so I don't know how long it applies).

You can check the timers by hovering your mouse over the fertilization icon in the info panel for that patch (top right, at the bottom of it). This works for fertilize (medium), monsoon (short) and for patches that came fertilized after creation (long).

Originally posted by feralgal:
You should be able to use the Ocean Giant's Growth aspect to get food from withered shrubs in the desert. It's not as convenient as being able to use the Forest Giant for the plant, then applying the Fruit aspect right away but it should work. Also, if you use the Forest Giant to make a plant on a mountain (which can be part of the desert town), you should get a kumquat which gives food.

Yeah, I figured all of my resources out in the meanwhile. Just finishing my first 2 hour game (which actually took about 8 hours due to thinking/pausing) and unlocked about 10 high level resources by finishing many more developments than I could have hoped for. Once you're passed the learning curve, you suddenly see all the options. No one resource is strong by itself, but certain combinations are just awesome. Have the right project also helps, like Blast Furnace.

Eventually I finished with 3 Great Projects and 5800 prosperity for the 3 villages that remained (unlocking a bunch of stuff). Not bad for a first try I think. Didn't use any of the cheat settings (Alt mode), because I feel that would make it only harder to beat the final challenges that do not allow for it.

A tip: using Awe is nice, but for the Great Projects (level 4) this just isn't enough. Adding danger is the key and you have to do this gradually, but fast, as the margin is narrow. For 1 village I needed 120 danger to keep them at bay.

Anyways, have fun! :TR:

PS: oh, and regarding one of my earlier question about greed: with Awe and Danger it does not rise, but it only goes down by time (asumming growth has stopped), so the key is to never let the greed go up in the first place.
Jan 10, 2014 @ 1:25am
In topic [Trade Center] Backgrounds & Emoticons
[HAVE] 90 backgrounds

All backgrounds (except a few AoE & space ones) are tradable.

A few examples (hover mouse over for preview):
[WANT] Cool new space backgrounds

In particular:
:kvplanet: Galaxies - Space Rangers HD background
:kvplanet: Automatons - Endless Space Profile Background
:kvplanet: All EVE Online Profile Backgrounds

[HAVE] 270 emoticons

All duplicate emoticons are tradable + some more. A few examples:

:c: :wizard: :rage: :thief: :cage: :dgrasp: :blacklotus: :f2_unsure: :melon: :gravi: :ipot: :1up: :aoehouse: :jarhead: :dggun: :zombiehead: :gman: :alyx: :boomer: :witch: :plane: :bird:

:headcrab: :steamwings: :jianh: :amadeus: :knight: :markarth: :csgob: :csgox: :gmod: :zoya: :world: :f1_bat: :parts: :hunter: :firebaby: :dgjug: :healthvial: :Burn: :health: :B1: :hatchet:

[WANT] Cool new emoticons

In particular:
:first_star: Any Monster Loves You! Emoticons
:first_star: Missing Skyrim Emoticons to complete my set: :markarth: :whiterun: :falkwreath: :riften:
:first_star: Missing Beat Hazard Emoticons to complete my set: :c:
:first_star: Missing Winter Holiday 2013 Emoticons to complete my set:
:first_star: :rfacepalm: :rbiggrin: :rshocked: :rcry: :rshout: :tcry: :tgrin: :tlove: :trainbowbarf: :trazz: :tdealwithit: :cwat: :cgrazz: :claugh: :cgpout: :steamflake: :snowglobe:

[RATE] I offer more than 1:1

I am willing to offer more than 1:1 for the desired items, so please press the button below.

:shoppingspree: Feel free to look around: :gravieye::gravieye:

PS: Trading for :tradingcard: is also possible. I offer 2-5 items of your choice for 1 card, depending on the market price. :p2chell:
Showing 1-20 of 320 entries