Devlogs
Known Issues // Demo Build 2.9.8.13
KNOWN ISSUES (already fixed in local devBuild):
- Selecting 'Leave'-option at an early game Shrine will display a nonsensical 'You don't have any Artifacts.'-message. Slightly confusing, but nothing serious happening here.
- Players can engage other Enemies, while in the process of being swapped by Nightgaunts.
- 'FleeEarly'-Trait is accidentally being applied to all Champs.
- The Witches, that players can encounter in the first 2 stages, run a faulty script, which sometimes makes them teleport on visible tiles, before vanishing for good. No biggie, but compromising immersion.
- procGenerated Champs (other than Wisteria Widdershin) might not inherit all applicable traits from their second form.
- When losing a Key to a Door (by stepping through it), the game will still tell you that there are Perfect Odds of bashing that Door, even when you haven't unlocked Kicks yet.
- When trying to find shortcuts in prcoGenerated stages, lots of legit configurations are accidentally discarded.
- Enemies switch their orientation on engage, even though they are on the same x-coord as the player.
- If there are Dholes in a Region's spawnPool, the game should be spreading patches of Corruption. Recent Demo build, however, fails to do that.
- Clicking 'Close Window'-Button in Windowed-mode, while an animation is playing, is unresponsive.
- Champs (also Wisteria Widdershin) are created at 1 Level below their intended Level.
- While standing above large obstacles (Shrine, Pillars, etc.), large Shields, like the Kite- or Tower Shield, may clip into sprites below.
- Inconsistency: Sprinting does currently not allow safe traversal through Spider's Webs.
- Spider Webs can spawn on Rubble-obstacles.
- Sometimes Healing numbers are shown, even though respective Enemy is not visible.
- In very rare occasions, landing a Fumbled Hit on a fleeing Enemy may crash the game.
- Ghouls may spawn on Spawn Traps, which makes the crack hard to see, that appears once they're about to dig out.
- Spider's Webs may spawn on Spawn Traps, which makes the respective tile look cluttered and hard to read.
- After the very first step in a new world, sometimes a tree in a weird location is being revealed.
- While confused by Mi-Go, grass and indoor floorTiles in Map display may appear jumbled up.
- Blinking Diode sprites in the Pocket Refinery Minigame are misaligned.
- On the very first stage, the Wicca Grove might spawn directly adjacent to player startLocation. Not a huge issue, but compromising immersion.
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