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Not sure what you were testing there. It sounds interesting but nothing that I mentioned.

I have two separate issues.

1. I think that when you remove a character from your active Outerworld team, they are also removed from a Soul House if they currently reside in one.

2. When in the Outerworld and gaining XP, all current XP earned towards the next level is lost upon leaving the Outerworld. eg. I have 700 of 1000 XP on a character. I leave Outerworld to check on Expansion or to place a new Production building. I return to Outerworld and my character who was on 700 of 1000 XP is now on 2 of 1000 XP. In fact, they are all on 2 of whatever amount.

I just tested what happens when you Quit from Outerworld. 

My XP is still there upon my return.

Ahh, that extra info helps, it's potentially the exp you gained from the experience creator, which if I recall is triggered on return to Sanctum.

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So it's intentional? We are expected to do one run in the Outerworld until the whole team is defeated? That would mean RT days for me. I am at level 140 now. Staying in the Outerworld, I would miss out on so much idle gains if I never returned to Sanctum.

It's not intentional.

What I'm trying to clarify is if what seems like a loss in exp, is supposed to be a gain in exp.

Example: 700 / 1000 Exp

Return to Sanctum

Experience Creator -> +302 Exp

Character Level Up

2 Exp Left over

The question is if the Exp is being applied, but the level up isn't triggering.

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I'm 99% certain that nothing of the sort is happening. I have been stuck on level 22-24 for my main characters since forever.

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Alright, I'll run a test of it.

Just to clarify though, if you go in and do one battle to gain at least 1 XP.

Then leave the Outerworld to go back to Sanctum.

Does this gain in XP persist?

If it doesn't, then try to do it again right after.

If it does the subsequent times, it could be that the first time is when the Experience Creator applies experience gain.

If you do it again right after. The Experience Creator has not had enough time to create exp to be applied, which could be part of the issue in that the loss of exp only procs when the Experience Creator has enough time to create and apply that Exp.

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This hurt my brain. I don't really understand what you're saying.

When I get back from work I'll have another look and see if the XP creator does anything other than the idle gain.

Haha, no worries!

Some of that was a bit programmatic.

When I get back from work I'll have another look and see if the XP creator does anything other than the idle gain.

Sounds good, it seems like the XP Creator may be the culprit.

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Before I waste any more of my hard-earned XP, I would like to know in layman's terms what you expect to happen.

From what you said, it seems to me that you think that either:

  1. The XP I make in Outerworld will be spread evenly among all the souls upon returning to the Sanctum. 
  2. The XP I make in Outerworld is... wait... I don't have a second idea. No need for a numbered list. Maybe the XP is spread among all the other characters, but my main characters always end up with 2 XP. If I do 30 levels and have 1000 XP then return to the Sanctum and back to the Outerworld, my four active characters have 2 XP each. If I do 1 level and have 30 XP then return to the Sanctum and back to the Outerworld, my four active characters have 2 XP each. It is always 2, but as I mentioned in an unrelated post, there is no way of checking how much XP the other souls have without having them join my party.

So it returns to that problem. It would help in many ways if every character could be viewed fully from the Soul Creator page. Not just their image and spells, but XP, equipment, pet etc. It feels strange to have a game with many playable characters that cannot be accessed most of the time.

But what would help more is if XP earned remained earned. I still don't really get what is meant to be happening with the Soul Creator or XP manager or whatever. All I know is that Sanctum is eating my XP. If my first point on the above list is correct, then that is fine. I quite like the idea that all the characters I don't use can make more XP than they earn passively. But I suspect that you have a far more clever algorithm at work but somewhere in it there is a zero where there should be a one.

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I decided to do it anyway.

I had 285 XP on all four characters and left.

They all had 33 XP after.

I have 139 unlocked characters, but (285*4)/139 isn't 33, so my idea can't be right. But  (285*4*4)/139 is roughly 33. This is probably just a coincidence though as I don't get why such a nice bonus would be given.

Now I did one fight and all four characters had 117 XP each. I left Sanctum and there was no change.

The mystery ensues...

Key Question, when they had 33 XP is that after gaining an extra level from the Experience Creator or do they stay the same level and lose EXP?

(I'll test it anyway at this point)

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Another tiny thing. A typo that I notice every now and then but always forget to mention. The description of one of the skills/buffs/debuffs, I forget which, has the word 'exta' instead of 'extra'. Hopefully you can check this more easily than I can. If you can't find it, I'll take note of where it is next time I see it.

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Yes, I can check this easily, and I found it, thanks!

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Good good. I'm off to work now. A day of teaching 6-12 year olds. I do this all week, but only on the weekends do I have eight classes per day.

Kids here have SO many classes. They arrive at school at 6:30am and leave at 5pm. They have after school classes, weekend classes, holiday classes and SO much homework.

I worked out before that in England I had about 750 hours of classes in a school year. Kids in China have 3,000 hours per year.

Using stupid math, this means that when a high school student in China finishes high school, they have had as many classes as a 60 year old English student.

Stupid math is great.

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Wow! Well, thank you for all of the bug reports/feedback!

I hope you have a wonderful day.

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One last thing before I go. I was wondering if there is any bonus given for having four of the same type of character.

I know that we get the elemental bonus for 3 or 4 of the same element, but how about a bonus for four different elements of the same character, like the zins, Soras or Halos.

Yes, good idea, and something I've thought about bringing into the fold but didn't quite make the priority list thus far.

 

Could also add some lore-based effects (Wolf characters mixed with the little red riding characters). A lot of options if we go down that route.

I can't help but notice the cover for the game seems to be almost entirely about wolves. Did you have Lil Red and the wolves in mind at the beginning before it grew into another beast entirely?

Not really, that's just supposed to depict the Soulmancer surrounded by evil creatures.