It seems sometimes when you go back to "home", any next click will crash the game randomly. I posted bug report about that bit ago.
It's early preview, so hopefully will get patched.
Even if you save/quit normally, inventory items aren't saved ; when next you reopen they will be gone. Unsure if bug or intended.
Alipes
Recent community posts
Multiple times when completing a dungeon run, and trying to click anything in the main menu - i get an exception with a long stack trace.
This is with the extra bugfix for 0.1 added.
Each time, i start again, and my "Preserved" items are gone as well :(
Here's one of the shorter stack traces. All share in common a final line TypeError: 'int' object is not callable
While running game code:
File "game/script.rpy", line 4625, in script
call screen home_menu_special
File "game/script.rpy", line 4625, in script
call screen home_menu_special
File "renpy/common/000statements.rpy", line 671, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "renpy/common/00action_menu.rpy", line 120, in __call__
renpy.call_in_new_context("_game_menu", *self.args, _game_menu_screen=screen, **self.kwargs)
File "renpy/common/00gamemenu.rpy", line 174, in script
$ ui.interact()
File "renpy/common/00gamemenu.rpy", line 174, in script
$ ui.interact()
File "renpy/common/00gamemenu.rpy", line 174, in <module>
$ ui.interact()
File "game/screens.rpy", line 3869, in execute
screen shop_screen():
File "game/screens.rpy", line 3869, in execute
screen shop_screen():
File "game/screens.rpy", line 3877, in execute
use game_menu(_("Item Shop"), scroll="viewport", show_navigation=False): # ADDED scroll="viewport" AND show_navigation=False
File "game/screens.rpy", line 3877, in <module>
use game_menu(_("Item Shop"), scroll="viewport", show_navigation=False): # ADDED scroll="viewport" AND show_navigation=False
TypeError: 'int' object is not callable
I found the move icon on the infocard finally - I thought the white and red arrows were some sort of "element" or debuff icon; not a "cost". (since all the other cost/stat info was text, was very confusing until I figured that out.)
Started the mermaid Amour Aquatic quest; actually felt fairly balanced with all the NPC assist, even took the full route, got wolfgirl as well, took out the "boss" encounter guarding the ship to escape.
Haven't found "Den of Mischief" quest. Tried the "Prisoner of Twisted Grove", cleared most of dungeon with save scum because i can't afford stone cure potions. Got to boss, get entirely wiped out and guess it's clearly meant to be impossible fight at this level (lv 3/4 vs lv9s?!). Yay save scum to reset. Had to save scum three more times to get the "60% chance" to escape to succeed, to avoid a death/gameover/reset on failure.
Everything's just too expensive to not save scum. :(
I'm still trying to play because there's a fair amount of promise here, but this game feels more punishing than Ero Dungeons! (Darkest Dungeons, but lewd)
Fun concept, cute art - but forced way too many instances of having to save scum or reset to prior saves, or start over entirely (Hat Mansion especially - just softlocks the player into bad end and you'd better hope you can figure out a good autosave to roll back to).
I've had several false starts that require a hard reset - followers are insanely expensive at the start, especially since they are "disposable" and likely to lose some after 1 battle. Even with hiring out all available followers, you are still out-numbered and under-leveled for beginning battles on the map; and no point in even trying to level them since they will eventually leave. But there's no other way to gain exp - so you're basically throwing away 300~400 gold for one or two battles. (that's if you win; a loss basically requires a reset as then you're broke or have to go fishing by yourself repeatedly many times to afford to try it again.)
It's odd that some combat abilities require a "Move" tile left, and others dont - but the info card for abilities don't describe that. Most other SRPG allow "move" + "action" as separate objects. If the system here is going to be restricting actions based on if you moved 3 steps or not, each move info card needs to specify "consumes 1 move" or "consumes 2 moves".
Is there just some specific questline you are "supposed" to follow at the start to get a good leg up to overcome starting difficulty; and I've just walked every other path instead?
Fawn girl seems to send you too far away for a starting quest; Mermaids want to siege a fortress - seems like a Bad Idea at Lvl 2. Hat Mansion %#!@%$ - neat concept, but after fully exploring and basically getting "haha softlock or bad end - load prior save" I'm not excited to go through it again. Cat alley in town = another "reload a prior save" instance due to how much you lose (funny and makes sense at least though :) .
I want to like this game, and it has potential; but after a few hours of basically wasted time for no meaningful progress , I also want to walk away entirely.
Confirming this quest chain issue with Myr at Mages Guild is still an issue as of 11-Jul-02204.
Talking to Myr at this step of the quest chain, when you get the "LOOKING_FOR_PRINCESS_OPTION_19_1" option prompt the game completely locks. You can't choose any other options or even escape to menu, and have to force-quit the game.
Only workaround is to revert to an earlier save before you talked to Duncan and choosing the option like "It's strange for an elf to be helping rebellion" to get the chance to interrogate the Elf girl yourself; and then get from her the location of the Princess - which lets you bypass the entire Myr conversation.
Tips for working around those targets with extreme defense:
1) A certain cursed class (won't spoil which) has an ability that removes all defensive buffs on a target. Becomes problematic with speed timing since the target will continuously re-apply buffs at start of turn for free though.....
2) Damage Over Time effects aren't effected by defense buffs. (Burn, Bleed, Lust) Cleric's wide target Fire dmg/debuff is low damage, but hits all and builds up over repeated turns ....
Mage has two options for Burn as well, I think.
Noble and Warrior have attacks with Bleed.
That same cursed class above has two options for Lust damage over time. (1 direct skill, other is a specific weapon)
However, bear in mind an enemy dying to DoT effect doesn't seem to count for some (?) "Kill enemy" goals. ( maybe only certain types, haven't figured out yet )
Because of this, at least a mix of any two of Cleric, (cursed class with high speed), or Noble/Warrior (bleed attack) seem almost required in any party.
Can confirm it's not just "mod" items . I've not installed ANY mods, only Patreon release versions, but had the same "placeholder item" in my armor outfit inventory.
I couldn't recall offhand what was missing, but some armor from prior version appears to have been removed or changed. Something between Patreon 2.7.5 and 2.8 (in my case, specifically 2.8.1hotfix2)
Found a bit of an issue when going from previous 2.74 to this new 2.75.
Characters will still show number of skills equipped they had equipped previously (5/5), but those skills aren't available/won't show up in the skill list if the skills are locked behind skill tree. You also can't un-equip a skill that is hidden like this (unless you are able to go down the skill tree points to "unlock" said skill. )
On related note, I've also had more crashes as well since 2.7 and 2.7.2 update, compared to prior 2.6.x versions. I haven't been able to narrow down any specific cause. Can usually restart game, be back in the same battle turn and do same action and continue playing with no problem. Nice job on the save state / restart in same turn logic though
Yes, the experience i listed of failing to uncurse it through multiple Veteran dungeon runs (5 tokens at best) was in Patreon 2.7.2
For that 5-token run, I spent so long in that dungeon run that everyone's gear was broken by the end (and a character that was 5/6 Goals and almost done with a 6th goal got fully curse class equipped as punishment for my stalling efforts. >.<)
Maybe I was just having terrible RNG luck, but after that terrible run I lost interest in trying another long stalling dungeon run.
(EDIT) - Ok, I went into another dungeon run, and I almost wonder if certain moves or buffs are interfering with Cramps.
Entered "BOOM!" battle with 2 or 3 stacks Cramps, after first two machines self-destructed and I destroyed 3rd, i spent 20 turns "Report for Duty" to on the Maid who had the Plug equipped. I think maybe I got one stack in those 20 turns.
After several minutes of not getting cramp stacks, I stopped using "Report for Duty" to stall and used "Wait" instead, and every turn after that got a stack of Cramps and once the forced cramp move. Practically instantly ready to "Expel" compared to the minutes of waiting before.
Either that was just really weird RNG .... or something in those 20+ turns was interfering with the plug stacking cramps debuff. (?)
Ok, serious question - how are you supposed to uncurse the Enema Plug?
10% chance to get one stack of "plug icon" cramps per turn... needs 8 stacks to use the ability to trigger the uncurse. I've cleared multiple Veteran dungeons trying to take battles slowly, and at best only got up to 5 stacks by the end. Most often only 1-3 stacks.
Do you just have to get really, really, reallllly lucky ?
Certain cursed gear force changes someone to another class - and prevents changing to other classes. Fulfilling the requirements to uncurse that gear should let you change classes.
In general, cursed classes need to be raised to rank 3 (Veteran) to uncurse a lot of their class specific gear. I think the Weapon slot especially forces or prevents changing classes. (As each class has different weapons)
Your Cow probably has something still a "Cow" cursed weapon forcing them to stay that class.
There's only the one way to handle curses at present - fulfilling the uncurse requirement.
I personally like being able to choose between avoiding enemies or hunting down every last one, depending on remaining goals - so I hope that part isn't changed.
Though to note on the affliction and "lust less dangerous" - I had the opposite experience. One of my characters got afflicted with an affliction requiring 150 satisfaction to clear - that basically took her out of commission for the rest of the dungeon. (orgasm gives 20 satisfaction each turn - so at best that's 8 whole turns of <3 ing off, and that command isn't always available. )
... so it really depends on just which affliction you get.
Bug ? "Lay Eggs" force move doesn't always work. At 9x "Egg" debuff, I get the status affliction prompt "Lay Eggs", all normal moves are disabled.... but I only have a blank move bar and the "Wait" and "Move" prompts. No "Egg" command.
Has happened twice in same dungeon run so far. 3rd time, it actually gave the Lay Eggs command... not sure what was different.
This is on a Prisoner class with several pieces of their cursed gear set, if that matters... so lots of other debuffs (silence/blind/hobble).
2.7.1 Patreon version
Basically, assume any item may be cursed when you try to equip it, especially good gear from lower level dungeons. Some cursed items can be fairly good or situationally useful once uncursed though.... so it's worth collecting and using even cursed equipment.
You'll be forced to switch "good characters" around a lot though, as they get ruined by curses until you can free them. I just lost my best Paladin last night, and it'll take maybe ~10-20 runs to free them. (Cursed to another class - was using PLD and a damage char to carry two useless characters through an easier dungeon to uncurse them.... Got stuck in a longer fight, PLD armor durability went to 0 - and it was game over for her. She was cursed and ruined before I could finish the fight. )
I know I end up using "wait" a lot as well, often either
a) Stalling in a "safe" battle to use buffs or heals for the "Receive Heal #" or "Deal Heal #" or "Get Buff x times" type missions
b) Letting a specific (often weaker char) get kills on a target for "Kill x [enemy type]" missions. Sad that DoT's dont count, but it makes sense that would be difficult to track. (Kill X is especially difficult on Maid, since most of their damage potential is DoT based; French Kiss and/or pink feather duster's DoT)
Sorry for no analytics; just not a fan of games that do that. Very grateful for the opt-in approach though. Seen games that get screwy performance with analytics on; or kill my limited shared bandwidth. I play slow and weird anyways....
I've been loving this update from Patreon so far, but am passing on the analytics option. Would like to share some thoughts after playing it for a while though:
Bugs:
- Guild area, character panel, change Goals, exit character panel - new goals are not reflected on party member sidebar. (fairly minor really)
- Purchased provisions are not shown while preparing for dungeon (add bread or herb, left side "Provisions" panel doesn't show what has been selected, no other sign of inventory until entering dungeon either. Maybe I'm just blind?)
Feature Request:
When looting gear in dungeon, can you show an icon or "X" over gear that has already been collected enough to be "infinite"?
(I often forget if I have enough of a piece of gear, and waste precious loot space thinking I needed more of it still)
Problematic Goals:
"Kill enemies of type Human" - Humans are quite rare and random, this has been the hardest "kill X" to complete by far. It's #2 in my list of reasons to re-roll goals.
"End dungeons with ### Cash" - Since cash only stacks to 1750, this means you either need ~3x stacks on lower difficulties (doable if you skip treasures), or ~6 stacks on higher difficulties. The 5k is doable with random luck, but I'm doubting the 10k is possible, even with fully farming explore mode and dropping mana.
"Start turns with token (Blind/Silence)x20" - Even trying to force these via equipment is very difficult to achieve, as (almost) any action will negate the token... so this becomes a "Wait 20++ turns with a debuff" goal instead (burning at least 1 turn in a combat to spawn the debuff via equipment).
"Start turns with token Faltering" - My #1 reason to re-roll goals.
I get the point behind this, a very high "Risk/Reward" payoff. I don't think there's anything "wrong" with this one, just personally I don't even try to attempt it. It's hard to control enemy attacks enough within a single battle to force a character into Falter state (unless said character has a Taunt skill); and that's not counting the huge risk of a character getting kidnapped since Falter state generally stacks higher each turn afterwards. (Yes, Healing pauses it - but most of the time when someone Falters, I often can't heal them enough to prevent another Falter+1 on their next turn, due to unremovable damage DoT debuffs or further incoming damage voiding out the Heal. )
..... sorry for wall of text.
This all sounds interesting, can't wait for it to be openly released.... few questions though.
Will it require a brand new save / starting over?
If not, how would the requirement to unlock classes affect existing characters already using "locked" classes?
Will there be ways to decrease desires, or are they just a punishment for continuing to use and level a character? From the bits of info shared publicly, it seems like a character with maxed out desires might be .... problematic XD
Are you *supposed* to lose all previously completed goals/experience in a class when you get force changed to another class?
I had a Prisoner 4/6 goals exp complete, close to completing last two to finally be done leveling..... and she gets force class changed to Maid - now it's showing 0/6 exp in Prisoner? ?? Was finally almost done with Prisoner class on that character, and it's all wiped out!
Yes, but then you "lose" the character when they get kidnapped, and since the cursed knife is 100% kidnap chance, I don't want to risk it. By the time you can rescue the character and uncurse all their gear, and uncurse their class to change back to anything else - you've basically "lost" the character for ~10-20 runs of carrying a dead weight. (Cow and Prisoner are useful at tier 3, but fairly dead weight in a party until then.)
That's why I'm so afraid of "losing" my Rogue, just barely managed to get her to Tier 4. (and now have a whole new curse to remove....)
Are there accessories that can force each kind of status effect? Both kinds of blind, both kinds of silence, Faltering, etc.
I've tried to find some to complete Goals, but seems i never have the right kind. ("Silence-" instead of "Silence", "Blind+" instead of plain "Blind", etc.) Especially an accessory for 1 stack of Faltering would be nice - my rogue has had a cursed dagger for 20+ dungeons, but I don't dare risk getting "killed" since it also gives 100% kidnap chance, and she's my only Elite-level so far.
Sorry, my mistake. I finally found the weapon.... yes, it was put back into inventory. I had looked several times previously and couldn't find it, had to make a brand new replacement paladin and go into equip to find it. I was confused as the icon (plain shortsword) doesn't match the weapon sprite (zweihander), so I kept missing it.
Forced equipment switching is pretty harsh.... i lost one of my best characters, and all their progress on Veteran-> next rank, and the good gear they had equipped also vanished. All because they got 3 pieces of equip forced into them in the same battle???
Now not only do I have to level them in Prisoner to veteran (very painful) to get the character back to any usable state/class, but also the 1 good weapon i had gotten for them just disintegrated? In maybe 3 dozen dungeons runs, I've only seen that one weapon for Paladin class...... or i just throw them away completely and start over from scratch with a new novice. Might be easier
There's a lot of things I am liking about this game, but that almost ruins it.
Release 43, Hotfix 2
Changed top/left (empty) room to a Purity Room, tried to move Oriana (DemonSheep)? from another room into the new Purity room. Game crashed with this error:
___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 1
for object obj_game:
Unable to find instance for object index -4
at gml_Object_obj_game_Other_11
############################################################################################
gml_Object_obj_game_Other_11 (line -1)
gml_Script_scr_loop_step (line -1)
gml_Script_scr_step
gml_Object_sys_game_Step_0
Creating additional character models is a huge amount of work (lots more art than you expect, modeling/movement, etc). The dev team had previously mentioned in discord it's not something they were expecting to pursue.
At this point, I think the game is pretty much "Complete". They've already added more than their original vision (unlockable Sandbox mode, 2nd secret difficulty), and are shifting to another project.
As for your questions of size..... in Sandbox mode you can grow her much, much bigger..... check other forum posts here for notes on unlocking Sandbox and the secret difficulties.
There IS a Sandbox mode already. You just have to beat the first 4 difficulties and log a time for each. (Casual, Normal, Hard, Chaos). If you haven't found Chaos yet, beat Hard mode then in the difficulty menu find a hidden weird color pixel on the menu screen.
After you beat those 4 modes, you unlock Sandbox mode, which has a lot of options.
Agreed; I had thought of something similar as well. Make both max size and production increase based on how you milk the barista.
More than 95% full = slow max size increase, until milked down under 75%
Milked from at least 80% full down to less than 10% (drain the tanks to near empty) = small production increase
For added difficulty and strategy, add an "overstretched" debuff bar - increases as her max size does; decreases when not near max size. High debuff causes more happiness (smiles%) lost. ..... Would prevent you from trying to race to max size.... might make it too difficult though, esp late-game hard milky or chaos milky modes where she fills up almost instantly XD
Just as a note about the Android version (cowtastic_1.0.0.24_2) - I gave it a try on an Android tablet knowing it could have issues, and didn't have any notable issues at first.... though it does start stuttering the further along the game goes.
I would have expected it was related to her size/max size (graphical/animation related), but it seems more tied to either Production or "Milky" mode.
First Normal run up max size with about 12ml production at most, and not much issue.
Second run on Normal + Milky mode, and stutters were increasing as time (and production) ran on.
I may try another run on Normal, going for high production without Milky mode and see if it behaves the same.
No, i don't think there is as limit within the game engine itself.
On Hard / Milky mode, I kept it playing after completing , just to see how high her production would go. It seems to be based on a percentage of her current production, so it scales really high over time. After 11 digits (!) or so, it wraps the number to a second line.... and eventually a third line.
I forget exactly how much... I kept expecting it to throw a mathematical exception of some sort (integer overflow), but got tried of waiting. :D
Anything past 2,500 or so and she basically refills from zero to max instantly; nothing effectively changes after that.... but it was funny to watch XD