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Hi, I don't know if it's a bug or if it was pure dumb luck, but if you wear a Veiling ring, your summoned Automatons like Zombies and Skeletons can't seem to find enemies and just wander around, even if the enemy is in their LOS. I tried to lure an enemy towards my Zombie and I had to remove my ring for the Zombie to finally make a beeline towards it.

Fascinating!  I'll check it out!  Thank you!

Hi, I found a very concerning bug: If you free a damsel from a sacrificial stone, and that damsel is a uniquely named NPC, it will give you an insane amount of XP and make the game lag like hell.

I started at level 21 and managed to raise it up to level 128, upon which it looped back to level -128 (I guess this is because level is stored as a byte):


Also, there is a bug where a Smoke Imp, who's supposed to create smoke every turn, will create Foliage instead:

That foliage wasn't there when I first entered the level.

Looking into both!  Thanks!

Fixed the Smoke Imp one.  It was applying the Forest Imp ability in addition to the Smoke Imp ability (and Forest Imps probably would have done nothing special!)

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I think I've  fixed this by ensuring that the  rescued Damsel is NOT a hero.  It likely plugged some random number into the hero status of the Damsel, and didn't know how to deal with the outcome!  Thank you very much for finding this!

Confirmed, this is fixed.  If the damsel had an unusual hero number (which could happen if nothing was assigned) all bets were off in terms of the experience gain you can get from them.  I've fixed it everywhere random damsels can be generated and put in an extra catch to treat them as non-heroes if their hero value is out of the ordinary.

Alright, thanks! I really wanted to use all that extra XP for funsies but it took so long to clear the bar that I got bored and had to reload the save file. Too bad, I would have loved to get an OP character for this run :p

Hi, new minor bug: If you have a bone scroll case in your inventory (and no nother items that increase inventory size), and then you click on Reorganize, it's very likely to remove that bone scroll casefrom your inventory and drop a ton of items in the process. This doesn't happen with other containers (potion belt, herb pouch, etc) and it doesn't happen if you have any of those in addition to the case neither.

I'll check it out!  Thanks!

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Hi, trying to break urns on the first floor on the new version 1.83.32 sometimes crashes the game. I guess it tries to find a suitable lvl1 spirit but can't find one?

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Possible...  Boo...  I'll have to check.

Okay thx. Also new bug (sorry :p) : Sometimes when I enter a new level, my weapon turns into a heavy version of itself with a crazy stat requirement, and so I have to play the entire level without it :


I got nothing to go on here.  Haven't seen this.  No chance you continued a saved game from prior to the update is there?  That would mess EVERYTHING up...

No, it was a fresh new run from the newest version.

I might have something related after all: After some time, the player becomes incapable of using Distance Strike, even though the weapon description says it has DS. When you query an enemy with the mouse, you do not see its chances to hit you change with a missile weapon.

No.  I checked.  Level appropriate = +/- 3 from current dungeon level.  (So on dungeon level 1 that means levels 1 to 4).  Misfortune Spirit is a level 3 Undead Spirit, so it qualifies.  No way it could get stuck there.  Must be something else.  I'll keep looking.

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WAIT A MINUTE!  Just looked through the summonrandomspirit function again and saw this line:

potentialalternateswap(dice2);

Which should have been this line:

montype[loop] = potentialalternateswap(dice2);

Which means the game is not considering the new spirits, and YES, this could crash (or more likely freeze) the game!  Thank you!

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Yep!  Wouldn't have thought of that, but the jewellery basically messes with monsters' detection abilities whether they're charmed or summoned or otherwise.  I think I just fixed it.  Thank you!

Another thing I'm curious about, if you don't mind answering: How does the river/lake generation works in your game? It doesn't seem to use a heightmap for the river flow. It looks really cool, so I wanted to replicate it in one of my games :)

I'd have to look it up.  I implemented years ago and genuinely don't recall!

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It's about 1500 lines of code - just checked.  Not sure how to feed that to you.  In general though, if I recall, it picks a side of the map to start on, and an x or y position there.  It chooses a different side of the map to target as an end point.  It likely uses Bresenham's Algorithm to start wandering in that direction, but with random variables thrown at it to bump it off course every so often.  It determines a thickness (randomly) and then retraces the steps to fill in the extra squares for that, offset.  It checks randomly to see if we want any forks, and if so, how many.  For each fork, pick a random point in the river, then a random map edge and repeat the process between those two points.

Ok, thank you. This sounds more complex than I anticipated. I'm working on a river system for my game and I struggle to find good references for code snippets. Your take gives me a good starting point.