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Yo.

On version 0.5.5.4, is it just me or are the fight during exploration completely busted?

Issues I'm getting:

  • armor stacks on the player are removed *before* the enemies attacks, making them useless.
  •  enemy "tell" (the circle with their next action) is broken; for example, if it shows a shield, when I end turn, it changes to a sword AND the enemy attack at the same time. It is consistent with all enemies, all the time.
  • this same hint circle is sometimes broken and display a number like "5"
  • some attack animation just won't play. Mob stays here, player life goes down
  • losing a fight gives the error screen with a NullReferenceException (pasted below). This happens seldomly in some fights, but consistently in the goblin mama fight. I mean, the boss in goblin forest.
  • some elements in the UI overlap during fights (like the wand effect and buttons in the top-left corner), buff/debuff description are behind the UI

It's weird. This makes shields unusable, strategy impossible to plan, and just kick the player out of some fights

NullReferenceException: Object reference not set to an instance of an object.

JourneySystem.Battle.BattleModel.TurnEnd () (at <00000000000000000000000000000000>:0)

JourneySystem.Battle.BattleModel.DoNextTurn () (at <00000000000000000000000000000000>:0)

JourneySystem.Battle.BattleModel.NewRound () (at <00000000000000000000000000000000>:0)

JourneySystem.Battle.BattleModel.DoNextTurn () (at <00000000000000000000000000000000>:0)

JourneySystem.Battle.BattleModel.TurnEnd () (at <00000000000000000000000000000000>:0)

UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0)

UnityEngine.InputSystem.UI.InputSystemUIInputModule.ProcessPointerButton (UnityEngine.InputSystem.UI.PointerModel+ButtonState& button, UnityEngine.EventSystems.PointerEventData eventData) (at <00000000000000000000000000000000>:0)

UnityEngine.InputSystem.UI.InputSystemUIInputModule.ProcessPointer (UnityEngine.InputSystem.UI.PointerModel& state) (at <00000000000000000000000000000000>:0)

UnityEngine.InputSystem.UI.InputSystemUIInputModule.Process () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.EventSystem:Update()

(+1)

Oh... I shouldn't agree anymore to "make quick little fixes to sort out this mess." I rebuilt the build, reverting the recent changes related to enemy turn order—you can download it again now. Everything should work fine.

Nice, thanks!