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AI has this issue (about keys). As I understand it, this is because they check whether you have the key in the dialogue box, not in your inventory. That's where the problem lies. You can mention this in the dialogue box, it might help.

My personal recommendations:

- Don't create long contracts/quests. Due to the peculiarities of information storage, AI can often mess up and fail to perform a certain action.

Personal example: Aldric offered to make me armor in exchange for artifacts. He gave me the artifacts and, in DIALOGUE, he gave me the armor, when in fact he didn't give me anything. Short-term deals like “I'll give you slime in bulk and you give me N coins” can be pulled off, but it's not worth doing.

P.S. And don't ask for more than one type of item at a time.

- Someone once told me that you can save outside of dialogues and return to them. This is true if you are communicating with one NPC. In general, I recommend ending the dialogue before saving, as restarting the server can sometimes play a nasty trick on you.

- There are times when NPCs can take their fiction for the truth. For example, Oriana scolded me for trying to take her and Celandine to the fortress for some unknown reason, even though it was Celandine herself who suggested it.

- And yes, sadly, NPCs may ask to join your party, but when you move to another location, they simply disappear. That would be fine, but sometimes they insist on exploring caves/castles with you. The lack of this option is infuriating. Sorry, Three Eyes Software, but criticism is criticism.

Well, those are all my recommendations. And yes, Three Eyes Software is working on adding custom NPCs. I wonder if they understand that Ryan Gosling didn't die at the end of Drive)

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Cheers for the  tips and suggestions! Will keep them in mind.

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Most relatable post. 100% do not pause a three person conversation, it loses that plot every time. You can sometimes salvage it but you lose a lot of the set up. 

And the constant requests to join to on patrols? I got them so much before they invented different plots to occupy themselves. I suggest diverting to a walk through just the village map section since they all seem to love picnics when walks are discussed.

I recommend not chat trading items that you need to be properly traded. You can exploit the Ai if you’re a jerk about it, but they regularly mess it up and break the flow of any RP. Aldric accepted my items as gifts and paid me in “Gold Coin”x10 in the shape of beer bottles. So I have a stash on the floor of his shop now and am broke, again. 

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I remember my first escapades when I sold a bunch of plants wholesale (I didn't know about the existence of a box for selling forest herbs and caves) and in the end I was only paid for some of the plants. In the latest versions, they are able to bargain wholesale.

The funniest thing I remember is that I made a deal in a dialogue between Aldric and Gareth. Then I paid each of them separately, but when I ran into a dialogue with both of them, they immediately jumped on me, “Where's the money for the barn, where are the artifacts, where's the gold!”. To be honest, it seemed ridiculous to me, but then I pointed out that I had already returned everything, and they seemed to check their memory and calm down.

Three Eyes Software, it was moments like these that made me think about bug reports, which I asked you about a long time ago. Could you at least provide an email address where I can send bug reports with files? For example, you could create a separate Google email address. 

P.s.

And to be honest, about the 3 dialogues with 3 characters, I totally screwed up the triplet... I'm not proud of it, but... Sniff.

Game needs a discord, if only to collect the important bits from the comment sections and collect a quality FAQ page. I want to know how anyone knows to communicate with the Ai OOC brain itself. Giving commands that aren’t confusing characters in the moment, or getting them to actually follow through when they say they’re going to follow you. 

Couldn’t get Hayden to budge from bakery when he suggested a walk, left it to imagination after the third attempt. Shy, shy little baker.