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Latest Comments by LungDrago
Valheim gets upgraded to improve performance and fix major bugs
13 Jun 2023 at 10:05 am UTC Likes: 3

Quoting: GroganBoars were relentlessly pursuing me, absolutely relentlessly. There was no safe place to avoid them, there were no branches around. In two world generations. When I died, I'd have maybe 20 seconds before I'd start getting attacked by boars again. In the third one, the boars were nowhere to be seen, there was wood all over the place. Those greyling enemies were no problem, I can just beat them up.

I also don't like that you lose all your stuff and start over when you die. That's something they said they were considering for the easier mode.

I don't know what seed it is, it was whatever seed it used, I didn't choose anything. I don't care to play that game again until they fix it.

I find that to be common behaviour for procedurally generated "survival" games. You may not get a viable world to get the game off the ground and you may have to regenerate it. "Sir You are Being Hunted" and "We Happy Few" both did that to me.

This is also an unfinished game.
Branches on the ground are mostly an emergency campfire fuel, really. Do you realize that you can punch the thin, young birches with your fists, Minecraft style? Those tend to be everywhere as birch forests are everywhere, in the first biome. A few of those trees are enough to get you an axe and then you're golden from there. It's usually more difficult to find the stone you need early on than wood. As for boars, they will eventually stop following you when you run away far enough and you do outrun them. You can also make yourself a torch, boars (and greylings) are afraid of fire. Once you kill a few boars, you can get a shield and from there you should be fine.

I get what you mean with the procedural generation, but Valheim really doesn't do anything crazy with its world generation in terms of variance. All maps are very similar to each other in my experience. It follows a basic logic where the more difficult biomes start to appear farther from the starting location. As such, you are always starting in Meadows with Black Forests being close by. As I said before, the "hardcore" difficult starts are those that start you on a tiny island, but all that does is just force you to make a raft and get to a bigger landmass. Sometimes, a starting landmass can be dominated by Black Forest and other biomes instead of Meadows, which can be more difficult too. Even in these situations however, you will be missing things like honey, never a basic resource like wood (and stone drops from Greydwarfs if you can't find it on the ground).

What I'm trying to say here I suppose is that it seems to me your perception of the game got distorted in some way for some reason. It isn't a hardcore git gud tryhard survival game with brutal starts with relentless boars that are going to eat you. You can't die from hunger, the starting biome is very chill even in the nights and the world doesn't get harder if you don't progress by defeating the boss, meaning there is no time pressure on you either. You're more than welcome to take your time if that's what you need.

Valheim gets upgraded to improve performance and fix major bugs
13 Jun 2023 at 7:08 am UTC Likes: 3

Quoting: GroganI can't play this game. It took me 3 restarts to even get a world where I could get a toe hold without being relentlessly chased by pigs I can't fight, with no wood around.
Valheim has some moments that will catch people unaware and unprepared by design. When you're new, you're going to be killed by the first troll, by the first trip into the swamp and such. Dying in that sense is a part of the game. But I find it difficult to imagine that the early game, where you're mostly dealing with deer that just run away, boars that attack once then run away and greylings that attack very slowly would pose a problem to anyone. What is the seed you've been playing, man?! Even the "hardcore" starts on tiny islands tend to have enough wood to build a raft and get out of there.

Many years later Neverwinter Nights: Enhanced Edition is still getting better
27 May 2023 at 4:34 pm UTC

I know Baldur's Gate usually takes the crown as peak Bioware-era RPG, but for me, it's always going to be Neverwinter Nights. BG has tons of modern spiritual successors after it, but there's nothing quite like NWN. It's not just a standard campaign, but a platform for digital role playing.

Total War: WARHAMMER III 2.0 out with Immortal Empires, Linux update 'as soon as possible'
23 Aug 2022 at 6:07 pm UTC

Tried to run the Proton version and well, it doesn't really work for me sadly. The load into the Immortal Empires campaign takes ages (and I just killed my Windows install to make room on my SDD for this, hah) and then either crashes or loads in successfully but crashes after I do a few actions on the campaign map. I hear the native version is much better performance-wise but crucially AFAIK, there is no crossplay between it and Windows, which makes the native version useless to me.

Total War: WARHAMMER III gets lots of improvements for battles
24 Nov 2021 at 8:06 am UTC

Quoting: TheSHEEEPWhen the game comes out, I don't know if I'll be playing the Linux native version much.
With WH2, you basically had only disadvantages from it. The ports were always weeks behind the Windows version (which also made mods unusable since those move with the Windows versions obviously), the communication from Feral was... not good, to put it mildly, and performance-wise I just don't see that much of a difference. Maybe 10% better on the Linux native version (and definitely faster loading, for some reason).

Cross-play is not something I personally care about a lot, but obviously going to be a dealbreaker for others if it won't be supported.
I haven't really noticed any difference perfomance-wise between native or Proton. Mine is running mostly fine; there's one graphical setting, either anti aliasing or SSAO I believe, that when enabled eats up too much video memory for me and tanks the FPS dramatically. Otherwise it runs on 60 whether on the native version or in Proton.
Except for those damn loading times, though. Native or Proton, the campaign loading times are annoyingly long. A battle loads reasonably well within a minute or so, but the campaign takes about 5+ minutes straight. I was wondering whether you have your game installed on a SSD drive? It is too large for mine so I figure that's the main reason for mine being so long, but perhaps it's just normal that it takes ages to load into the campaign map. I hope the devs add a "restart battle" button in battle game menu. It's really annoying to take like half an hour to surrender, load into campaign, load campaign again by loading a save and then load battle again.

Kingdom Come: Deliverance gets shown off on the Steam Deck
19 Nov 2021 at 10:53 am UTC Likes: 1

Quoting: Arten
Quoting: scaine
Quoting: Alm888
Quoting: CatKiller
  • developer promises Mac & Linux support

  • developer breaks promise, demonstrating that they can't be trusted

  • developer promises Steam Deck support

  • ...
  • Linux users happily buy developer's Windows-exclusive product



Love it or hate it, such a world we are living in. Linux is irrelevant. This story will (I suppose) prove this developer's initial assertion of the market was spot-on. It is better to ignore Linux completely -- less hassle that way and no real monetary loss.
Speak for yourself. I only buy Windows-only games at absolutely rock bottom prices and rarely even then - most of my Windows library post-2013 is from Humble Monthly/Choice. I've bought several native titles at full price though.

Also, I tend to remember developer's antics. I'm not buying from these guys - they promised Linux support, then dropped it like a hot potato once they were funded. Absolute fraud move. I have no time for them. They're up there with THQ Nordic for their 8chan "shout out to Mark" antics and Epic Games for their exclusivity bull.
Before KC:D is released I was at prague fest where one of the speakers was one of the founders of Warhorse. At the time of the questions, I asked him to support Linux. The situation was such that at a small event in Czech he could comment on it openly, unlike the company as a whole, which was bound by agreements with crytek. Cryengin's support for Linux was in a much more desperate state than they were told. They didn't have the strength to do what Cloud Imperium Games is doing now, which is rewrite the engine. I wouldn't call it an Absolute fraud move, not from warhorse.
Unfortunately as can be seen in this comment section, a number of Linux gamers are, uh, let's call them principled people and in the eyes of this part of the community Warhorse Studios is the devil incarnate in spite of the truth and the details around the situation.
I don't want to point any fingers around here, partly because I think we are all to blame for this in varying degrees, but I have the impression that a large reason for Linux support being as hard to get for games as it is now is due to the fact that we are simply put a tough crowd to please in general.

Look after and manage young pop stars in Idol Manager, with a Beta available now
28 May 2021 at 10:20 am UTC

I'll wait until modders of a certain community on a certain site get their hands on this. This gonna be good. :wub:

Eat and destroy stars in Stellaris: Nemesis and become the endgame crisis
21 May 2021 at 5:51 pm UTC Likes: 1

Quoting: Purple Library GuyIt's a missed opportunity, like there's this whole aspect of the game that's basically useless, but it doesn't get in my way.
You've shared this sentiment several times in your reply and I believe I understand you. I'm the type of guy bothered by this, because the useless aspects of the game that are there but don't really serve anything important or work as you would expect frustrate me to oblivion.

Quoting: Purple Library GuyThe sectors--well, if you have big expectations of them doing something important and useful, they don't and that's bound to be disappointing. I never had such expectations, really I always thought they were kind of a mechanic looking for a purpose, so as long as they largely stay out of my way I'm OK with them. I resented them back when I had to assign most of my planets to sectors which would then be mismanaged by the AI and there was little I could do to salvage them, but now they're a shrug.
I remember vividly back in the original Stellaris with the old economy, sectors were a big topic on forums, reddits and whatnot. The governor AI was admittedly wonky and stupid and didn't do an optimal job of your planets at all. So a lot of people whined for them to be fixed. Well, they fixed them by basically removing them from the game except they're still in the game somewhat.
The irony in all this is that the old planetary economy system was pretty basic and easy on the player. Planets had tiles, tiles made resources. You could build a building on a tile to make more resources. You needed a population unit to work the tile which spawned automatically. Then there were adjacency bonuses for buildings to shake things up a bit. All in all, it was a pretty simple system for a grand strategy game. Because it was so easy, you could quite easily manage a large empire with many planets - all you really had to do was to just queue up buildings on a planet to build. Make sure to build them on the correct spots and you were done with the whole thing. Planet worked for the rest of the game, no problemo. The only annoying thing were tile blockers you had to clear up before you could build your stuff on them, which was the only time you really needed to re-visit a 'done' planet. Again the system was very easy, fire and forget style, and you didn't actually need any sector AI to manage it at all. So yeah, people complained about the sector system, and I would say they complained rightfully, because it was a trap, it didn't work and it was actually unnecessary.

So, in comes update 2.0. They change the whole economy of the game big time. Stuff is more involved now and there are many things you have to account for, like housing and overpopulation, crime, employment etc. Most importantly, planets are now stupid and can't function properly without your routine attention, because every time a new pop spawns in, it might pick the wrong job to do, it might cross the crime threshold, it might've unlocked a building slot you've been waiting for, or something else might have happened that you need to now go and check and click up. When you run out of buildings slots, you start running into overpopulation problems, so now you have to manually migrate your pops from your overpopulated done planet on some other one. For this and other possible reasons, you have to revisit every single planet or habitat or whatever like this, constantly, for the whole game, all the way from the beginning to the end, to click stuff.
Man, this game would really benefit from some kind of automation that would help alleviate all this clicking on my part! Well, that was what sectors were supposed to be doing, no? However, people complained so now we don't have sectors. Or we do have sectors? I'm not really sure. My point is, micromanagement is actual Hell in modern Stellaris. Your mileage may vary, I guess every player tolerates different levels of ant work, but I'm not a fan of it and game doesn't ACTUALLY have any tools to help with that even though it might appear that it does.
So yeah, game might be fun in the beginning, but late game it's just way easier to let the Unbidden eat everything away and start a new one - once the next DLC comes out of course.

Quoting: Purple Library GuyThe scope of Stellaris is unmatched--there's so much of it that a couple of underdeveloped areas that you can largely ignore don't really do much to the experience. It feels to me like you're someone looking at the windowpane and saying "Look, there's quite a bit of dirt" instead of looking through it at the amazing view.
Well said. You can't really see through dirty windows very well, can you? The scope of Stellaris is a bit of a lie. Yes, game simulates many things - internal and external politics all the way to the galactic scale*, detailed planet economy*, galactic markets*, species proliferation*, espionage and intrigue*, genetic modification*, awesome random late-game crisis that shakes up your game*, psychic powers*, large fleets of custom ships from little fighters all the way to giant titans*, giant floating space leviathans* etc. etc. etc. It all sounds great on the front cover of the box or in an elevator pitch. Then you play the actual game, get a good look at it and realize all the cool features come with that asterisk at the end. Asterisk saying *Yes, it's in the game buuuuut it doesn't really work all that well.

I can respect the opinion that a game system that is physically present in the game but doesn't amount to much isn't harmful in any way. I still see it as a glaring design flaw - it's a system literally asking to be removed - but you're likely correct that it doesn't harm the game per se. However, I think it clashes directly with the claim that Stellaris has unmatched scope and depth given that we've established there's numerous areas of the game that are, as you said, useless.

Eat and destroy stars in Stellaris: Nemesis and become the endgame crisis
21 May 2021 at 9:55 am UTC

A bit late back to the party, sorry? There's a Paradox sale going on right now, tempting you to buy yet more DLC. Yay.

The issue with Stellaris isn't bugs as much as overall design shortcomings and lack of quality of life features. Let's go back to the earlier things I complained about in more detail:

  • Factions - they appear out of thin air a few years into the game and they reduce your economy a bit or a lot (it's a coin toss really). Period. You have limited and if I remember correctly pretty broken as in not functioning correctly tools to try and alleviate their effects a little bit, but it's a penalty that's never going away from the time it pops up and there's nothing you can do about it. I don't even remember if factions were ever satisfyingly implemented but they're definately very strange, barebones and in an obvious unfinished state for years now.

  • Pop jobs and overall planet management - it's ok, pretty fun actually. Lots of bobs and jigs to play around with. The issue is that it requires constant player attention, which comes in as a problem later in the game when you have dozens of planets to take care of - at that point, it's constant clicking, click click click to make the engine keep going, it's an annoyance that pops up periodically and gets in the way of you trying to get other things done. If you're distracted and fail to click in time, everything breaks down instantly on that planet. The game is probably fine enough in single player where you can pause time to click away, but in multiplayer it's a nightmare unless you enjoy the game getting paused constantly so people can click. Overall, the mid to late game experience feels unpolished and unfinished.

  • This ties in to sectors. Originally they used to be an automation system to alleviate the tediousness of managing large empires - you know, the problem Stellaris has. The old AI wasn't entirely optimal but functional. That stopped being the case when they introduced the job economy, ever since then I don't remember any automation being a thing - either they removed it entirely or the AI is so hopeless the tool is unusable.

    Quoting: Purple Library GuyAs to sectors, maybe it's because I'm a micromanager who assumes AI is stupid, but I've never noticed a real problem with them. They're a thing that means you need to hire another leader to boost output and reduce crime on a few worlds; if you start using features to automate stuff you deserve what you get.
    Now apparently there are people out there who like clicking the same thing forty times every single in-game year. I find it bizarre in a grand strategy game, these games aren't about Starcraft-level high APM godlike clicking skills. Regardless, with sectors you used to be able to switch star systems around between sectors to control which system gets which buff from a leader, switch sector capitols, name things, etc. none of those things were possible in the last version I played, they slowly removed all of that stuff. Sectors create automatically in a weird way you don't want, there's nothing you can do about it and that's all there is to it. Plop a leader in there and you're done. Replace leader if he's not immortal every now and then. Again, a barebones system that's obviously unfinished.

  • Ship design and customization - this is a more complicated topic to talk about. The quick version is that Stellaris works a bit differently. There's a rock-paper-scissors thing going on. That means that you need every ship technology and there is no personal choice involved in your ship designs. Just build optimally against your current opposition. It's not broken or obviously unfinished like many other features, it's just of questionable use to me - all it really does is lay down traps for the player to build unoptimally and make mistakes. It really would've been much easier and made more sense to simply build pre-made ships and upgrade those, Sins of a Solar Empire style, rather than this. It's what ultimately happens with this system anyway, except it needs more clicking to happen.


Again this is just a laundry list from way back when the economy of Stellaris was redone. That's years ago. Each DLC expansion introduced new stuff and new questionable or unfinished things that were then forgotten and neglected by the devs in pursuit of the new shiny DLC. As a result, the game is fun to play once or twice in a while when you're not aware of all the little things that bother you yet, but after that, it's kind of frustrating really. The best you can do is install mods. It takes ages to find and mod the game properly - there's lots of stuff to fix - and voila, the game IS fun once you set everything up! For a while, until the helpful devs release an update or DLC and everything breaks. Sigh.

Godot Engine needs more funding for post-4.0 development
21 May 2021 at 8:50 am UTC

What Godot needs besides funding is a time machine. There's so much stuff that the engine needs done :'(