Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I have a problem with the Ironwit's quest, about his blueprint. I got both the red and the green potion, the red one poisonned me that's ok, but the green one did nothing... Actually I'm in 5th level and i got about 6 or 7   green potions and the same number of red ones, but none of the is a levitation potion...

It looks like none of all this potions are working... weird ! I did cast Identification on them, did nothing too... 

And I did never find the "Uus" rune to levitate or make great leap using the magic...  

I just tested it and the green potion definitely gave me fly. Did you pick up the green potion, then use it in the same session without save then load? Trying to narrow down the space of possibilities...

UUS is out there somewhere :)

(1 edit)

Ooh, wait, I'm pretty sure it's the french translation! The spells are identified by name, so if you translate the name, it breaks them! Oh dear. All the translations will be affected. (I can probably fix this with some ugly effort.)

Deleted 1 day ago

If possible, I'm providing my save file here could you modify it for me, please?

Ignore the mess on the floor, haha. I put a bag in my inventory containing all the potions I found

I don't think any of them work, except for the poison one (the red one) that I left on the ground.

So, I don't know if you can debug that?

Also if possible I killed the troll who wants earthworm stew... 

I messed up but is it possible to add some scales to my inventory?

So so so so many thx <3


https://www.filemail.com/d/lqvnermybtwplhc

Hi Kweepa,

would you consider adding some changes to the game that would make translations/localizations easier to create and maintain?

For example, the game could load display text from external TXT, JSON, CSV, or similar files that are easy to edit. STRINGS.PAK could remain structurally identical to the original - the same blocks and indices - while the translated text itself could be stored in a plain text-based format.

The other texts that are currently stored in Unity assets - cutscenes, character descriptions, and so on - as well as UI and other strings embedded directly in Assembly-Csharp.dll,  could also be moved into external language files, so the game would load the appropriate version depending on the selected language.

Up to now, for the Polish translation I have been replacing STRINGS.PAK with a translated version and editing dll and some Unity assets to translate the strings contained there. However, your explanation about the engine relying on the English spell names shows that directly translating some of these internal strings can cause unexpected gameplay bugs.

Ideally, the original English strings and identifiers used internally by the game could remain completely unchanged, while translated versions would only be used for text shown to the player.

I think this would make translations much safer and would also make them much easier to update after new game releases.

Best regards