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(+1)

Thanks! I posted an update fixing these issues, except for the repair kit one. You're right - changing this would be complicated, and it's not a bug, just an unrealistic feature (that benefits the player).

Also - are you sure that 400 credits was enough to buy common goods at the bugged market? I found the typo that caused this issue, but it required 500, not 400, to buy the goods, and now I'm wondering if I missed something.

(+1)

Nice job fixing everything! Yeah, I thought using the repair kit might be a bridge too far. But I saw it. I think most players will prefer to heal whatever, whenever.

I think I see where the disconnect was on the goods pricing. Here are three different lines of code I had from my downloaded local copy:

if $credits >=300 [[Buy common goods for 300 credits|wholesalemarket1][$credits-=300; $commongoods+=1; $messagebought to true; $civilised1commongoods-=1]]

if $credits >=500 [[Buy common goods for 300 credits|wholesalemarket2][$credits-=300; $commongoods+=1; $messagebought to true; $civilised2commongoods-=1]]

if $credits >=300 [[Buy common goods for 300 credits|wholesalemarket3][$credits-=300; $commongoods+=1; $messagebought to true; $civilised3commongoods-=1]]

So when you searched and replaced, you saw the one line of code to fix. But there were three.

On my end, I noted the original bug a while back but then played a new game. The first time I stopped at wholesalemarket2, but then, when I re-verified before reporting, I stopped at wholesalemarket3 or 1. But I assumed they were all the same and figured, hey, I should probably write in the additional data. It might be helpful!

(Note: it'd be possible to have tested a lot more values--all multiples of ten--if I had accumulated enough credits and then bought/sold medikits and star crystals. But I didn't see the way to at the time.)

I think this ties up the ambiguities between what each of us saw, and it probably explains why nobody saw it earlier.