sirxdaemon

joined 2 years ago
[–] [email protected] 2 points 6 days ago (1 children)

Maybe the dev might have further questions but yeah I'm not sure what it could be in this case.

[–] [email protected] 1 points 1 week ago (1 children)

I'm tried toggling a few settings but I'm not able to reproduce this issue. I'm on v1.0.275 and maybe it's with an earlier version? Which version are you on?

[–] [email protected] 2 points 1 week ago (1 children)

[email protected] is the dev. I'm just some rando on the internet.

The preview thing may be due to the "Should resolve Opengraph links" setting. I'm not sure if it's off by default but if it is, turning it on may resolve some of the preview thumbnails.

[–] [email protected] 1 points 1 week ago* (last edited 1 week ago) (3 children)

Does enabling the "Force fullsized Thumbnails" setting resolve the issue?

[–] [email protected] 2 points 1 week ago (3 children)

This was an issue in a recent version. The current version is v1.0.275. If you don't have an update option, there should be an option to join the beta on the Connect Play Store or App Store page. Usually it takes a few minutes but sometimes it can take a few hours to enroll.

[–] [email protected] 1 points 1 week ago

Yes but a run can go sideways in the sewers. In part, thanks to her starting weapon. I play with 5 challenges and I ain't that good so sometimes I need any little help to salvage a run.

[–] [email protected] 2 points 1 week ago

I think the scroll or potion case is more useful since it can prevent items from being destroyed. I'll start taking advantage of this to see if that works better for me.

[–] [email protected] 1 points 1 week ago

Something I figured out was all of the weapons that slimes drop are unupgraded. Presumably the case with the caustic slime as well. The skeletons however, can drop upgraded weapons.

[–] [email protected] 1 points 1 week ago (2 children)

I think once you get 6 you can't get any more. But I remember metamorphosizing to the skill later on and the berries spawned well past the prison.

Personally, I always put 2 into that skill and it gets the first two points. I avoid tall grass in the first and second floor until I have 2 points into it to maximise getting apples. Then I generally hoard them and they never get used unless a run really goes sideways.

[–] [email protected] 2 points 1 week ago* (last edited 1 week ago) (3 children)

Perhaps some combination of settings is behind this. What are your text option, post, and comment text sizes? It looks like 0.875, small, and small, but just to confirm. Also, you've tried forcing closing Connect and reopening?

[–] [email protected] 2 points 1 week ago (5 children)

If Connect is the only app you noticed this then it may not be the launcher. I've sometimes seen font size issues after adjusting the text option setting but that gets resolved after reopening Connect.

Does the issue occur every time or just sometimes? Also, are there other posts with this problem?

[–] [email protected] 2 points 1 week ago (7 children)

That one comment in the screenshot does have a smaller font size. I don't think I've seen that, at least that I've noticed. I opened that post on my phone and the comments all seemed to be the same size. I think we're using the same font size settings as well so I'm not sure why the variance. Just to confirm, you're on v1.0.275?

 

Post your nugget of info and hopefully we can all learn something new!

This is somewhat recent but I want to mention this for other players like myself who wasn't aware. You can surprise attack using a 90 degrees wall bend and a reach weapon. Specifically, leading a mob around the bend and attacking once you see it again. You do need to hug the walls on the last two tiles of the bend and then you're free to keep hugging or move diagonally. Obviously, this isn't meant for square rooms and similar right angled walls but ones where you can escape line of sight to make the surprise attack.

4
submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 

I knew you could do a lunge attack, with the duelist, with blind spots; like if you can't see a mob that's behind some tall grass, a stone pillar, or you're in a garden, but I just realised you could do the same through doors. This will help with managing the sewers, crabs in particular. I assume door lunges should benefit as a surprise attack as well.

 

Just saw a post on the voting history that Voyager has as a feature and I think it would be neat feature to adopt. Even for users like myself that makes use of user tagging already, I think it would still be useful and complimentary.

This may also provide a bit of a framework for different requested feature, a history of your upvoted and down voted posts. I didn't use it much on Sync for Reddit but it was situationally useful.

4
submitted 3 weeks ago* (last edited 3 weeks ago) by [email protected] to c/[email protected]
 

Maybe hermit crabs could be spawned intentionally? Say, a sewer crab has a 10%(or maybe 25) chance of fleeing when at 50% HP or lower. When the crab finds its way next to a barrel, it takes a turn before turning into a full health hermit crab.

This change would let the player decide whether to permit the transformation, provided they have the means to take down the fleeing crab, and gain a risk-reward scenario. With the abundance of barrels, if you're taking on a crab next to some, the fight could escalate quickly.

Each spawn rate in this way probably needs to reduce the flee rate by half to limit farming.

 

I'm curious what people think of the new obstacles like barrels, cages, etc; that block ranged attacks.

I had a run with the hunter before the adjustment that reduced the spawn rate of barrels and whatnot and even then I didn't really mind the reduced range freedom.

I would surmise that the new barriers may be a net negative to ranged classes. Particularly with multiple challenges; kiting obstacles reduces resources and may result in bringing another mob to the mix, as opposed to simply pelting from afar. But there are also instances where the obstacles are a boon.

One positive that the average player may not realize is the reduced time in finding secret rooms, since those rooms can't be behind all of the new barriers.

I'm thinking the obstacles may also ever so slightly reduce the rate you're encountering mobs since the obstacles will reduce their traversal time between rooms.

 

Wondering if there's any plans for adding a translate feature. I use Fedilab for Pixelfed and stuff and it has a nifty translate button. Sure, it's not that hard with text copy and I have a translation app installed for a reason. But I'm lazy and tend to ignore stuff in other languages until I found out about the in-app feature. I'm not sure if many Lemmy apps have in-app translation so it could be a stand out feature. And Fedilab being open source may help with implementing the feature here.

3
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

The recent text bump seems to affect list view and I'm not sure if it's necessary; as it is for card view. I think the point of list view is being able to quickly view information that while is condensed, remains readable. Because of the size bump, I bumped the text scaling down a notch to 0.875, which makes the feed font size look as it was, but also reduces comment text size. It's still readable to me but is smaller than I would prefer and am used to.

There's a bunch of things that need to be taken into consideration in regards to how the UI is changed with different user-selectable font sizes, so I can understand if this is not implemented anytime soon. Or maybe just adjust it for list view and call it a day?

EDIT: Or am I crazy and it's the same size as it was for list view? I'm not sure.

7
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

As a secondary button, tapping on it does nothing. And other methods, including viewing a post's picture and just viewing a post. This is on v264. I think I first noticed this a few versions back.

I'll post this minor one as well. If you have 4 secondary buttons set, sometimes a sticky post will have its overflow menu button clipped on the right and goes off-screen. Screenshot showing two sticky posts with its overflow menu buttons not appearing on screen.

 

Links aren't opening when tapped on if you have either card view set, in v254.

Example post.

For affected users, you may want to temporarily switch to a list view until a fix is implemented.

Initially reported by i_am_not_a_robot.

8
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

I'm curious how stickied posts in MultiCommunities are handled in other apps. I don't believe Connect is the only app that has this feature. Are they still posted at the top and you potentially have to scroll through a lot if you have a lot of communities added?

Currently, Connect doesn't put them at the top but rather chronologically, by your sort method.

I think it should remain at the top but if, say, the total number of stickied posts in a MultiCommunity exceeds 3, it's collapsed into a single option to open up a new page with all stickied posts.

 

I think it was working fine previously but I just noticed in v252 that when you try to block an instance, it blocks the instance of the poster rather than the community the post was made.

4
submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
 

The post overflow menu includes separate options to view the user and community for the post. Perhaps this could be removed since the option to do so are available outside of the menu and I imagine few people are using it. But I could be wrong, if people think it's useful, please chime in.

Also, if the share button is selected as a secondary button, the option should be removed from the post overflow; the save button does this.

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