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    Thread: Last Post Wins
Post: RE: Last Post Wins

Don;t you afraid of your eyes using VR? :v I noticed some VR corner has been opened in my town, maybe I'll give it a try. And yeah it would be a really cool experience to play Dwelvers in possession ...
Sebt Forum Games 1.394 1.822.444 04-04-2019, 04:41 PM
    Thread: Last Post Wins
Post: RE: Last Post Wins

Hmm, that's interesting Mello, but... can you make a rain from these clouds too? :D I'm asking because we need a rain of bug-testing sessions, because Rasmus will never release it free of bugs haha. ...
Sebt Forum Games 1.394 1.822.444 11-03-2019, 08:09 PM
    Thread: Last Post Wins
Post: RE: Last Post Wins

Huh, where have you been this whole time? :v
Sebt Forum Games 1.394 1.822.444 17-01-2019, 09:09 AM
    Thread: 2018.08.06 - New upcoming campaigns and game mechanics
Post: RE: 2018.08.06 - New upcoming campaigns and game m...

No more need to decrease/increase unit numbers of trade item to zero. I wondered that what if could replace windowed menus with information given on bottom panel, like in most RTS games (creature menu...
Sebt News! 5 8.377 10-08-2018, 07:49 PM
    Thread: 2018.08.06 - New upcoming campaigns and game mechanics
Post: RE: 2018.08.06 - New upcoming campaigns and game m...

I can see that menus will now take more space on the screen, but implementing them solved the issue with text going outside brackets and made player able too see more information (however I'm still wi...
Sebt News! 5 8.377 06-08-2018, 05:57 PM
    Thread: Imps are too busy
Post: RE: Imps are too busy

(25-06-2018, 08:44 AM)Rasmus Wrote: What I'm afraid of here is that the player won't be able to dig if the orcs are in battle or that they are all dead. 1. ATM we can have this issue with Imps. In t...
Sebt Suggestions & Feedback 7 8.854 26-06-2018, 09:48 AM
    Thread: Organized Chaos
Post: RE: Organized Chaos

1. Mines are made to work like rooms you suggested, have you tried them? You can place them on every kind of resource tile, even gold and extract from it much more gold from that single tile, more tha...
Sebt Suggestions & Feedback 1 2.977 26-06-2018, 09:33 AM
    Thread: Imps are too busy
Post: RE: Imps are too busy

That would be a solution, Piggeh and Orcs are already spawning at the beginning, but maybe there should be other creature spawning at the beginning to build rooms, because Piggeh's is too slow. Moreo...
Sebt Suggestions & Feedback 7 8.854 21-06-2018, 09:38 AM
    Thread: Imps are too busy
Post: RE: Imps are too busy

Exactly, than let's talk about their spawn rate. Let's assume they have all the same spawn rate. If I had 3 Imps free I could do excavations or build a room + every other task, where at the same time ...
Sebt Suggestions & Feedback 7 8.854 20-06-2018, 04:59 PM
    Thread: Imps are too busy
Post: RE: Imps are too busy

Hmm, what could we do in situation when we have no Diggers or/and Transporters or/and Architects at our disposal? We can place rooms, but they couldn't be built if we have no Architects or dig a singl...
Sebt Suggestions & Feedback 7 8.854 19-06-2018, 09:31 PM
    Thread: Storage Fails
Post: RE: Storage Fails

Check if your Bar Room is connected (chain icon from radial menu) to a Storage Room(s) in which food products are stored. About what you've pointed out I agree and even proposed a solution in thread ...
Sebt Bugs/Issues & Crashes 1 3.288 19-06-2018, 03:50 PM
    Thread: Where to begin
Post: RE: Where to begin

Hi. Xaos, long time no see. :) I'm constantly reminding Rasmus about proper tooltips and I hope we will finally have some good help options made throughout development. :) Feeding to DM is temporari...
Sebt Suggestions & Feedback 3 3.840 16-06-2018, 11:11 AM
    Thread: I & S - Trade Posts, new trade List and small change in trade system
Post: RE: I & S - Trade Posts, new trade List and small ...

Thanks, I'm glad you like it. It will surely fix the problem with amount of trade routes you can see on resource bar (which is now limited to 10 trade routes) and player will be able to see which Trad...
Sebt Suggestions & Feedback 4 7.413 25-04-2018, 09:22 AM
    Thread: I & S - Trade Posts, new trade List and small change in trade system
Post: RE: I & S - Trade Posts, new trade List and small ...

I've updated this idea to make it simpler. I think actual trade system makes game way to easy and discourage players to look for resources around dungeon or surface world.
Sebt Suggestions & Feedback 4 7.413 24-04-2018, 09:12 AM
    Thread: Translation
Post: RE: Translation

Log in to GitHub and edit the Russian.xml, than when you're done search for "Pull request" green button somewhere, than after that search for it again to confirm sending request. If it comes to missi...
Sebt Modding 84 92.294 24-04-2018, 08:33 AM
    Thread: 2018.04.15 - New creatures on the way
Post: RE: 2018.04.15 - New creatures on the way

(17-04-2018, 10:31 AM)Rasmus Wrote: If a enemy gets unconscious she will be able to raise them as a ghost that fights for you. (15-04-2018, 10:31 PM)Sebt Wrote: Also will she be able to raise gho...
Sebt News! 4 6.713 17-04-2018, 12:56 PM
    Thread: 2018.04.15 - New creatures on the way
Post: RE: 2018.04.15 - New creatures on the way

(15-04-2018, 09:09 PM)Rasmus Wrote: The idea is that she will be able to kill and raise unconscious enemies as ghosts on the battlefield, and she will also be able to attract player-owned ghosts to ...
Sebt News! 4 6.713 15-04-2018, 10:31 PM
    Thread: I & S - Forcing game to assign creature to do task I want immediatelly
Post: RE: I & S - Forcing game to pick up creature to do...

(27-03-2018, 02:43 PM)Rasmus Wrote: Hmm, I don't want to be able to pick up creatures. But perhaps we could select active jobs and be able to click "prioritize" somehow. What I meant by "pick up" is...
Sebt Suggestions & Feedback 2 4.282 27-03-2018, 03:02 PM
    Thread: I & S - Forcing game to assign creature to do task I want immediatelly
Post: I & S - Forcing game to assign creature to do task...

It takes quite a long time in the middle game to build anything while doing vast excavations or just having all our workers occupied with huge amount of tasks. Imps will only build something for me if...
Sebt Suggestions & Feedback 2 4.282 22-03-2018, 01:37 PM
    Thread: 0.11.18 - Creature's patwhay portal-to-portal loop
Post: RE: 0.11.18 - Creature's patwhay portal-to-portal ...

Sorry, I don't keep older save files since we can't play them any more in newer version. :/ You can try reproducing this using the map seed I gave you. Coordinates of these portals when looping happen...
Sebt Bugs/Issues & Crashes 9 11.861 17-03-2018, 10:05 AM
    Thread: 0.12.0.0 - After won battle creatures ordered to dig tiles keep being in fight
Post: RE: 0.12.0.0 - After won battle creatures ordered ...

Yes Orcs always attacks enemy and when they beat the enemy they are still in battle mode, but they shouldn't because battle was over. The battle mode ends when they dig out all tiles they were program...
Sebt Bugs/Issues & Crashes 3 5.204 17-03-2018, 10:00 AM
    Thread: 0.12.0.0 - Tile beneath the statue brakes if it is attacked and dug simultaneously
Post: RE: 0.12.0.0 - Tile beneath the statue brakes if i...

Actually, when I loaded the game again the broken tile turned into 100% healthy, unbroken tile. Can't explain this. Mapseed was: 24233 and the Impanzee Room with Impanzee Statue under I found broken t...
Sebt Bugs/Issues & Crashes 3 5.212 17-03-2018, 09:54 AM
    Thread: 0.11.19 - Enemies have pathfinding issues with hydraulic pads
Post: RE: 0.11.19 - Enemies have pathfinding issues with...

OK, I was able to easily recreate that. Here's the safe file. EDIT: I think I found the issue, it might not be related to hydraulics blocking the path, but game crashes always when Dynamites explodes...
Sebt Bugs/Issues & Crashes 4 6.148 11-03-2018, 09:21 PM
    Thread: 0.12.0.0 - After won battle creatures ordered to dig tiles keep being in fight
Post: 0.12.0.0 - After won battle creatures ordered to d...

Like in thread title. Fortunately after they dug out tiles their battle status changes disappeared, changed to proper one. On the picture below I ordered to dig out tiles to the south, but suddenly an...
Sebt Bugs/Issues & Crashes 3 5.204 11-03-2018, 07:28 PM
    Thread: 0.12.0.0 - Tile beneath the statue brakes if it is attacked and dug simultaneously
Post: 0.12.0.0 - Tile beneath the statue brakes if it is...

I'm not 100% if that was because only digging the statue or attacking it with weapon only, but when I saw my Orc and Impanzee attacking the statue I wanted to help them with destroying it by marking i...
Sebt Bugs/Issues & Crashes 3 5.212 11-03-2018, 07:10 PM
    Thread: I & S - Solution for text going out of it's brackets
Post: I & S - Solution for text going out of it's bracke...

I noticed that text goes a little bit off the brackets for some menus or messages, especially if it comes to translated ones, so for example: Resource Bar - Trade Menu [Image: http://i63.tinypic.com...
Sebt Suggestions & Feedback 0 2.132 11-03-2018, 12:52 PM
    Thread: Translation
Post: RE: Translation

(10-03-2018, 06:50 PM)Minamikaze Wrote: The problem is this word is taken from the line that describes a *process*, not the *requirements for a process*. Of course I can translate it as 'Needs', 'Ma...
Sebt Modding 84 92.294 10-03-2018, 07:59 PM
    Thread: Translation
Post: RE: Translation

I must agree about that "Crafting" word. I haven't translated it directly to my language, but instead treated it like "Needs", because what game shows are resources needed to be placed on certain cons...
Sebt Modding 84 92.294 10-03-2018, 06:22 PM
    Thread: Translation
Post: RE: Translation

I would like to concur with the gentleman above me. Map dimensions should be expressed in Length (X axis) x Width (Y axis) x Height (Z axis).
Sebt Modding 84 92.294 08-03-2018, 11:42 PM
    Thread: Last Post Wins
Post: RE: Last Post Wins

yes, you HAD, indeeeeeed. :D BTW: Dwelvers finally reached higher level or Steam review and finally it doesn't say mixed.
Sebt Forum Games 1.394 1.822.444 08-03-2018, 11:37 PM
    Thread: 0.11.15 - Can't Render PrtScr in Full Screen Mode - The Return
Post: RE: 0.11.15 - Can't Render PrtScr in Full Screen M...

I wondered something Mello, when you take screenshot via Steam (F12) key does it also give a black screen in return?
Sebt Bugs/Issues & Crashes 13 14.508 08-03-2018, 08:42 PM
    Thread: Last Post Wins
Post: RE: Last Post Wins

Indeed. Look Mello how many times you have been overthrown. :D
Sebt Forum Games 1.394 1.822.444 08-03-2018, 08:37 PM
    Thread: Translation
Post: RE: Translation

OK, now I'm getting a very nice report from DwelversLanguageEditor. Uploaded changes on GitHub and removed older, outdated pull requests.
Sebt Modding 84 92.294 08-03-2018, 01:09 PM
    Thread: Last Post Wins
Post: RE: Last Post Wins

Oh yes, this title. :P
Sebt Forum Games 1.394 1.822.444 08-03-2018, 01:07 PM
    Thread: Translation
Post: RE: Translation

I think just disabling F1-F12 keys for menu could do the job (F12 is also assigned on Steam to make screenshots BTW, but it would work even if you disable F12 for a game menu), especially that we can'...
Sebt Modding 84 92.294 08-03-2018, 12:05 PM
    Thread: Translation
Post: RE: Translation

(07-03-2018, 09:28 PM)Rasmus Wrote: I've checked all the posts in the thread and almost everything is fixed (except translation for the launcher). So now I have uploaded a new English translation fi...
Sebt Modding 84 92.294 08-03-2018, 10:03 AM
    Thread: Last Post Wins
Post: RE: Last Post Wins

What title? :D
Sebt Forum Games 1.394 1.822.444 08-03-2018, 10:01 AM
    Thread: 0.11.19 - Enemies have pathfinding issues with hydraulic pads
Post: RE: 0.11.19 - Enemies have pathfinding issues with...

Nope, but if I find the same bug again I'll upload it on my mega account. If you want to see if that bug exists just make the only way to your dungeon via hydraulic pads and dynamites around. It seems...
Sebt Bugs/Issues & Crashes 4 6.148 07-03-2018, 06:38 PM
    Thread: 0.11.19.4 - Imps gets hickup when going to Storage Room with item
Post: RE: 0.11.19.4 - Imps gets hickup when going to Sto...

I'm afraid I can't, I don't have it anywhere else on my disc, but if you follow an Imp that is holding an item which want to put in storage room and the way is quite long sometimes you may see that it...
Sebt Bugs/Issues & Crashes 3 4.669 07-03-2018, 06:30 PM
    Thread: 0.12.0.0 - Selling a room under Cave-in causes it to appear
Post: RE: 0.12.0.0 - Selling a room under Cave-in causes...

(06-03-2018, 04:09 PM)Rasmus Wrote: Hmm, I understand, you don't want cave-in to be triggered by selling, only by digging. So, was it a feature? I thought it's a bug. :v
Sebt Bugs/Issues & Crashes 6 7.950 06-03-2018, 06:19 PM
    Thread: 0.12.0.0 - 3 Treasure Chest bugs
Post: RE: 0.12.0.0 - 3 Treasure Chest bugs

These chests were placed on Impanzee Room first, that I later claimed the room with them inside. Than enemies appeared, destroyed this room, but they couldn't touch Impanzee Room tiles on which these ...
Sebt Bugs/Issues & Crashes 4 5.555 06-03-2018, 02:45 PM
    Thread: 0.12.0.0 - Selling a room under Cave-in causes it to appear
Post: RE: 0.12.0.0 - Selling a room under Cave-in causes...

Yes, that's why I reported this. No tile have been dug out (only room above sold) yet cave in appeared, should cave in appear like that? :D
Sebt Bugs/Issues & Crashes 6 7.950 06-03-2018, 02:42 PM
    Thread: 0.11.19.4 - Piggehs as Guards
Post: RE: 0.11.19.4 - Piggehs as Guards

I'm not sure, but I think like all creatures get the speed up, not Piggehs only, but maybe they've always been "fast" and Piggehs make them slower. :D BTW: There are much more and older bugs confirme...
Sebt Bugs/Issues & Crashes 9 10.855 06-03-2018, 02:40 PM
    Thread: 0.12.0.0 - "Make Plain Level" marked in editor cause map gen. stuck in loading screen
Post: RE: 0.12.0.0 - "Make Plain Level" marked in editor...

It works without Cyclotaur Maze enabled, otherwise not.
Sebt Bugs/Issues & Crashes 5 6.640 03-03-2018, 04:06 PM
    Thread: Translation
Post: RE: Translation

I don't know about any deadline, but I think Rasmus wanted to release new version or the next after it with localizations included. You got right message. We do not have access to change any file the...
Sebt Modding 84 92.294 01-03-2018, 11:46 AM
    Thread: Translation
Post: RE: Translation

So when you suggest to upload a file to localization on GitHub and than do a pull request either on website or via application you get access denied? Have you tried just to use GitHub website only to ...
Sebt Modding 84 92.294 27-02-2018, 09:59 PM
    Thread: Translation
Post: RE: Translation

What I did when making Polish.xml file was just to click on "Create file", copy and paste whole text into that new file, named and described the file, than clicked on "Propose a file". Shortly I got "...
Sebt Modding 84 92.294 26-02-2018, 06:20 PM
    Thread: I & S - Game difficulty & unit spawning from portals as option, not game mode
Post: I & S - Game difficulty & unit spawning from porta...

What if wave spawning from portals could be an option instead of game mode? When you so enter the Sandbox Mode you'll immediately see level settings instead of screen where you pick game difficulty. ...
Sebt Suggestions & Feedback 0 1.944 20-02-2018, 02:38 PM
    Thread: Unused texts no and suggestions for changing some of them in v.12.0.0
Post: Unused texts no and suggestions for changing some ...

I made a list of texts that were used to use in game or that could be changed to other. These are: 1. A Barrel and Grate Storage used to serve as storage room in DM's room. Bar Chairs are no longer n...
Sebt Modding 0 2.091 19-02-2018, 11:04 AM
    Thread: Short instruction how to play a map made in editor v.12.0.0
Post: RE: Short instruction how to play a map made in ed...

Good to hear. I tried to add my new map in maps.xml with "map name" instead of "campaign title", but than game couldn't start, there was once missing map description etc. It's possible that "map name"...
Sebt Modding 2 3.840 19-02-2018, 09:53 AM
    Thread: Translation
Post: RE: Translation

I just finished the Polish localization, awaiting for your response on GitHub Rasmus. (18-02-2018, 03:43 PM)Minamikaze Wrote: 1) The most pressing one is the antroot. When I was translating antroot...
Sebt Modding 84 92.294 18-02-2018, 07:28 PM
    Thread: 0.12.0.0 - 3 Treasure Chest bugs
Post: RE: 0.12.0.0 - 3 Treasure Chest bugs

I corrected point 2, because I found the cause.
Sebt Bugs/Issues & Crashes 4 5.555 17-02-2018, 08:19 PM
    Thread: 0.12.0.0 - Big roots strikes again in dungeon
Post: 0.12.0.0 - Big roots strikes again in dungeon

After I generated a map in editor I noticed that in one part of it there were some big, single, tree roots connected to each other. They all have description of a wall tile, but it contains wood. They...
Sebt Bugs/Issues & Crashes 2 4.047 17-02-2018, 07:52 PM
    Thread: Short instruction how to play a map made in editor v.12.0.0
Post: Short instruction how to play a map made in editor...

This is how Mello Tonin and me figured out how to play the map made in editor. It's not enough just to make a map, launch the game and play it - it won't work. There are few steps needed to make it po...
Sebt Modding 2 3.840 17-02-2018, 07:30 PM
    Thread: 0.12.0.0 - Unable to see more creatures of a kind in Creature Menu if game speed is 0
Post: 0.12.0.0 - Unable to see more creatures of a kind ...

So I had 25 Imps and wanted to find specific one. I decreased game speed to x0 and found that when I click on arrows in Creature Menu, so I could find Imp I was looking for they don't show me other Im...
Sebt Bugs/Issues & Crashes 2 3.919 16-02-2018, 08:27 PM
    Thread: 0.12.0.0 - Selling a room under Cave-in causes it to appear
Post: 0.12.0.0 - Selling a room under Cave-in causes it ...

Load the save file from here and than sell the Impanzee Room that was earlier claimed by my workers. I wonder if that had mistakenly something to do with Walking Causes Cave-in bug posted by Mello and...
Sebt Bugs/Issues & Crashes 6 7.950 16-02-2018, 07:03 PM
    Thread: 0.12.0.0 - List of missing things in editor
Post: 0.12.0.0 - List of missing things in editor

1. There are no description for resources in "Add resources" menu 2. You can't also place a Reinforced Wall and Portal because there's no option to put them in editor, 3. If you want to click on Ena...
Sebt Bugs/Issues & Crashes 3 4.949 16-02-2018, 01:01 PM
    Thread: 2018.02.09 - Dwelvers v0.12.0.0 released
Post: RE: 2018.02.09 - Dwelvers v0.12.0.0 released

(15-02-2018, 10:04 PM)Rasmus Wrote: I know I should clean up the bugs before releasing each version... Uhh, watch where you move your chair in the office. The floor may be connected to pressure pad...
Sebt News! 6 12.186 15-02-2018, 11:47 PM
    Thread: Translation
Post: RE: Translation

Yea Georgia do the job, however it's less readable than Tahoma. :P Oh and wanna hear more? :D 5. I noticed there are some unused lines of text or at least they are not visible in the game (like descr...
Sebt Modding 84 92.294 15-02-2018, 11:37 PM
    Thread: 2018.02.09 - Dwelvers v0.12.0.0 released
Post: RE: 2018.02.09 - Dwelvers v0.12.0.0 released

I tested the new creature spawning mechanic and it seems you can't now spawn other creatures than those that can be attracted by room you build or claim (so can't spawn Knights, Dwarfs, Drillers, Bats...
Sebt News! 6 12.186 15-02-2018, 12:02 PM
    Thread: 0.12.0.0 - 3 Treasure Chest bugs
Post: 0.12.0.0 - 3 Treasure Chest bugs

1. Enemy can't destroy a tile of your room if there is a Treasure Chest placed; 2. Treasure Chests that are placed in a room cannot be opened until a room beneath it is sold; 2. Treasure Chests are al...
Sebt Bugs/Issues & Crashes 4 5.555 14-02-2018, 08:34 PM
    Thread: Creature Mechanic - Increase number of items of the same type in bag
Post: RE: Creature Mechanic - Increase number of items o...

(11-02-2018, 08:42 PM)Rasmus Wrote: I'm almost thinking about making this suggestion a bug, becasue it is weird that the imps don't transport 2+ items in some scenarios when they do in others. Hmm, ...
Sebt Suggestions & Feedback 8 10.222 14-02-2018, 05:13 PM
    Thread: 0.12.0.0 - Natural objects have a hostile structure descrpition
Post: 0.12.0.0 - Natural objects have a hostile structur...

All natural objects like trees or stones have a description that they're a hostile buildings, details unknown, however I noticed that Campfire in contrary has a normal visible to player description th...
Sebt Bugs/Issues & Crashes 2 3.882 14-02-2018, 02:08 PM
    Thread: 0.12.0.0 - Game Start Building Under Attack
Post: RE: 0.12.0.0 - Game Start Building Under Attack

I noticed that ALL existing buildings (or trees) that are under attack (or chopped) and it doesn't matter who owns them will cause alert of building attacked to appear. Also when I clicked on "Buildi...
Sebt Bugs/Issues & Crashes 3 5.037 14-02-2018, 01:19 PM