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Here's a glitch that I found:
Whenever you lose/win/draw a battle, there's a very brief window when it's fading to the preparation phase that when you click on the attainment list, the ritual that you're on will restart. 

I've lost a few rituals to this since I check the attainment list often after a battle :(

Thanks so much for taking the time to make both of these comments, and sorry that those losses happened for you : (

I'll work on fixing those.

I'm pretty sure I fixed this in the most recent release. Thank you again for taking the time to comment!

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There's an exploit on the "no-moving" levels:

If you have a spare movement indulgence, then you could move a unit to hold and back to the grid wherever you want, ruining basically the whole point of the level.

Edit: Spelling mistakes

I know you commented months ago, so sorry for the delay, but I just pushed a fix for this : ) Thank you for bringing this to my attention.

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Glitch occurs when dragging unit to line between squares 1 and 3. Can reproduce in 1-3 tries. Bug is visual only, everything except last unit moved is deleted when the round starts. I would assume it is an issue with the snapping when moving units resulting in the data being overwritten on round start. Just guesswork tho.

sorry that happened, and thanks for letting me know! thanks for playing : )

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I'm pretty sure this is now fixed!

What a game ! Would love to buy the full release on steam !

Thank you so much! That will happen someday : )

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The altars of the immortal

😜

There's a crash sort of thing that happens when a would be dead demi summoner spawns another one that happens to be perfect to fuse with. After they fuse the run just stops, and quitting the round is the only way to do anything again

thanks for the update! that should be fixed on the experimental branch (https://newbeings.itch.io/order-automatica-beta)

and will be included in the next update here : )

This game is very fun. May have spent a few hours or so on it. Also, Altar Beast distill item is very, let's say very unfair.

Say if you were to attach it to a level 1 Demi Summoner, when Demi Summoner dies, its spawns one ally but with the distill item it keeps spawning allies because of its special ability make a loop until there's no space. 

But because of one item it breaks. Statim Mortem, a 1 cost item that kills your allies. When used on Demi Summoner it creates a permanent ally at the cost of itself. High Risk and low reward and while it doesn't seem like much else it going on, it allowing Demi Summoner to generate infinite money and infinite power. As Demi Summoner with the distill item summons allies you can sell them creating space for allies to spawn creating a loop and because of Child of Muck it gets/gives infinite power.

Now, interesting enough, if you have Hertic Assassin with the distill item in the same team as the Demi Summoner you can even damage or kill your opponent before you even begin. 

Anyway, it was fun, and I hope for more updates and content like this.

thanks for playing! this is great feedback and i hope to balance all those things out.

Book for 5th slot breaks randomly on summons saying -3 but never removing it

thanks for letting me know!
so, a unit hits someone with their cell 5 book power, and they have less than 0 health, but they don't die?

no its more like they get the -3 from taking damage but they never take the damage IE 1 defense robot keeps getting smacked for 3 and never dies cuase it never finishes taking the damage.

New update broke summons.  Now if three in a row happens mid-battle, the merge can cause the game to stop progressing (I imagine it's looking for a unit in a cell it can no longer find). Idle animations still play.  I had 3 war automatons merge prior to this without issue, which is why I think it's a new problem, but maybe I just got lucky last time or unlucky this time.

ah dang - thanks for letting me know! i think some other people have experienced the same thing, so I hope to get this fix into the next update.

hey, maybe demi summoners shouldn't be able to summon another demi summoner...

does it feel too overpowered that way? Thanks for playing : )

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yeah, if you go for a summon build, it's insanely strong

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I think while moving a unit, it glitched and the unit stopped existing.

Edit to add, the orbis vigor and incursio say row in the battle but column in the description.

True cell bomb also doesn't work after round 1.

Thanks for playing and for letting me know! Looking into it!

Really like the game's aesthetics, mechanics, and difficulty. Enjoying the game so far overall!

Thanks for playing and for making the video! I love that you called it a "Sniper + Summon build" hehe

very fun game, I also like that unlike most autobattlers, there is no stat cap, or at least it is much higher than 50

got an error message when distilling twice in one turn, game then proceeded to crash

(2 edits)

specificallly cell welders 

EDIT: found the error, its caused by distilling an unbought unit, not from distilling cell welders

thanks for playing and for taking the time to let me know about this! sorry that happened to you - looking into it!

The game is quite fun. This unique take on the auto battler format prioritizes more on critical thinking rather than going with your current build, which is nice.

I appreciate it! Thanks for playing : )

i seem to have a problem were when i skip the enemies turn to quickly they just stop and i cant do my turn

ah dang that's annoying - sorry that's happening to you. thanks for letting me know.

does it happen on a specific rank or just everywhere?

just everywhere

I also have the same problem.

Sorry to hear it. Unfortunately, I'm having trouble recreating this - I might need more info like what browser you're using. A video would be the most helpful and/or if you know how to open the browser inspector and get logs from the console.

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I really love the latest update, a LOT actually. from rebalancing to the better approach to new players. But... there's a couple of things i noticed. First the spiked helmet item doesn't work as it says it does, instead of dealing 2 dmg back, it still deals the lvl dmg of the enemy instead. The Altar beast also doesn't seem to activate it's ability (correctly if at all. when the distillation of "on hit" is on, it can lead to it healing the enemy's summons instead.) 

And there's also something I dont understand regarding fusion of units. You see, after i buffed a couple of war automatons, 2 of them had about 50 or so atk and hp, but after a third one fused with them the lvl 2 result was weaker, about 40 something instead. How does the stat distribution work when fusing?

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I'm glad you like the updates! I REALLY appreciate your feedback and continued playing of the game ❤️


I hope to take a look at all these issues this weekend, and I'll also get back to you about how fusion works

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This is the way fusion works: 

When going to level 2 it chooses the highest health and attack and adds +3 to that in the resulting unit.

When going to level 3 it does the same but adds +6 health and attack. 

At least that is how it is supposed to work! I haven't been able to reproduce the automaton leveling problem myself, but I'll continue to keep an eye out.

Thanks for the heads up on the wrong numbers for the spiked helmet - that was an easy fix and I can hopefully push an update for that soon.

As for the altar beast problem when using the "on hit" distillation - I was able to reproduce this. I'm considering removing the "on hit" distillation in some way because it causes A LOT of bugs and edge cases with distillation (and it might just be way too powerful). Gotta think about it!

Thanks again for all the comments and bug reports!

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Two glitches -
First, attaining total victory without any level 3 allies on Initiate Rank 3 causes the game to freeze on the victory banner. Abandoning the ritual functions to return to the main menu, but it doesn't recognise or save my progress, making that attainment unattainable.

Second, using the Demi Summoner and the right distillments, it's possible (if unlikelY) to summon three level-one units in a row in the middle of combat, causing them to merge and level up just as they would during prep time. When this happens on the computer's side of the board, the game proceeds as normal. When it happens on my side, it freezes.

Finally, I'm not sure if this is a glitch or not, but it's possible for a summoned Demi Summoner to die and summon an adjacent Altar Beast, which then recognises itself as a new summoned unit and buffs the Demi Summoner back to life again. That... seems like the wrong order. o_O

Otherwise, I'm having a lot of fun with this.

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thank you so much for taking the time to write this! I'm going to be away from my computer all week, but i hope to get to these fixes when I'm back.

so sorry you lost your progress, but i'm glad you're having fun with it.

My pleasure! I tried it a couple of times just to make sure it was consistent. :P I've completed all the attainments except that one now!

Other notes:

- The chained-squares mechanic seems to interfere with leveling up units. It might have to do with whether I line them up using my last available move, but I'm not sure. It doesn't happen every time, though.

- It's also weird that the chains prevent distilling and discarding units when neither of those use up moves.

I just pushed an update that fixes the bug with getting the "no level 3" attainments. Thanks for finding that!

I'm still working on the demi-summoner bugs.

As for the bugs you reported in rank 2, it might be a bit until I get to those since that section is in flux a bit.

Thanks again so much for your feedback!

found a glitch, so i gave the altar beast a "when hurt" distillation, expecting for the summons next to it to keep getting buffed when it got hit... instead it started giving the stats to the enemies that attacked it... i dont even understand what the process behind that is, but like- man, that was a funny way to loose

there's times when retaliation damage also doesn't seem to take effect, like sure i see the -number pop up, but it doesn't carry out, if anything it's like the hp remained the same, because after an actual turn attack hurts the enemy that was supposed to be hurt by thorns, the previous damage gets removed and acts like nothing happened. This seems to be related to the distillation item because whenever i put spikes on my infected heretic thorn damage seems fine, but with distillation the glitch happens. Also another glitch with the heretic assassin, with a distillation, his ability attacks also do fake damage.

So... at Penitent Rank 1 the NPC just locked into not choosing anything at the shop, we were both down to our last heart, so i'm guessing that the NPC doesn't have thought out the units it'll buy for this turn? am i supposed to only beat it in 10-11 turns?

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Oh no! Sorry, yea 2-1 and beyond a still very much a work in progress right now, so that's definitely a bug. I'm working on a really big update right now so I hope to get that out as soon as I can.

If you want to unlock the next level you can press shift-5 when you're on the main menu.

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