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This is a very good report, thanks a lot!

(1 edit) (+1)

I'm glad my previous post was of use! I got 0.3b now to play with, so here's some more stuff!

Mostly minor stuff/convenience:

Regarding tools, when it comes to the image generated for staves, it seems to have the colors for the 'Knub' & 'Weapon Handle' reversed somewhere.

Regarding equipment with HP bonuses; When equipped it does add to the character's HP max, but, it doesn't add to their current HP, so for character with an already large base HP, like Dragonkin, or equipment with large HP bonuses, you end up with a large chunk of HP "missing", which unless you use magic or items to heal up, it takes a long while to fill up on its own. Makes it inconvenient to say switch between Plate Armor with %10-%20 HP or more for venturing outside and a Maid Outfit back at the Mansion(#becausethatsmyfetish).

When selecting a class to unlock, it seems to take into account the current gear they are wearing; so say someone could put on a "Maid Dress" to surpass the needed stats to get the 'Dancer' class, when without the dress they have less then 20 Charm. Fairly sure that is unintended?

Minor typo on 'Dragon Knight' skill "Air Cutter": "50% chance to cause target ot bleed for 2 turns." should be "target to bleed".

When a character has been dispatched to a location then assigned to the "Combat Party" I've noticed you can hover over the character and see the healing spells they have available to use; however in that little pop-up, the (presumably?) mana cost listed on the icon shows "10" for any of them. If you hover over the icon to get the specifics, there it shows the correct cost, and when used is also the correct cost, it's just the initial pop-up that seems to have the issue.

You might want to disable the "Quest settings:" for Medium and Hard in the Guild upgrade options (or the "Quest Number:" upgrade option itself) or at least put a note on the screen that they currently do not work since there are no defined medium or hard quests for any Guild. Otherwise the console starts spitting out the error:

SCRIPT ERROR: make_quest_for_guild: Division By Zero in operator '%'.

          At: res://src/world_gen.gd:383

Now this doesn't seem to really break anything aside from no actual quest being generated.


Now for more pertinent problems:

For the 'Knight' class skill "Protect", currently when used it will soft lock combat and you can only close out the game. Easy fix: It presently is missing any "damage_type =", so adding "damage_type = 'weapon',"(like most buff combat skill seem to have) to it in the [Skills.gd] resolves the issue.

I've run into a problem with the "Charm" skill(any possibly other 'casted' skills that grant a buff with a duration): Under certain conditions, when reapplying "Charm" to a character the 'charmed' effect loses its duration, effectively becoming permanent, with only the console message of "error in template charm1". Specifically, this happens when either I've loaded a save file with the buff already in place, then try to reapply it, or, after I save the game (whether it's the same file or a new one), then try to reapply it. If it was (properly) applied after game save/load, the refresh of the duration works as intended. This is not the case with other buffs like 'satisfaction' that is applied after sex which works as intended even if the buff is already present.


That's about all I've come up with besides possible ideas on class requirement/combat/mana balance stuff, which isn't really worth considering so early on in development, since so many other core functions will likely be changing a lot.

Cheers!

"When selecting a class to unlock, it seems to take into account the current gear they are wearing; so say someone could put on a "Maid Dress" to surpass the needed stats to get the 'Dancer' class, when without the dress they have less then 20 Charm. Fairly sure that is unintended?"


In the old game boosts to stats were taken into account when unlocking classes, so I personally assume (without knowing) that it is intended.


In the previous game, he had changed Beauty so that only base beauty was taken into account; I brought it back into line with the other stats myself.  Whether this particular instance is intended or unintended in fact, I can only hope that it's as easy to fiddle with the stats and requirements in this game.