In that case, can you tell me where you were and what you did just before you saw that it was pitch black?
Sepia Oulomenohn
Creator of
Recent community posts
I like that map category idea. Since items won’t exist in the same way as most RPG maker games, it really only makes sense that common items should go into the first category. (And I could easily rename the categories too.)
As for ‘a you are here’ marker, It shouldn’t take too much effort, but I’m wondering if some players won’t prefer to figure it out by the labels. I’ll ask some more players and see what a good option is.
Adding a quickfix real soon to handle the following issues:
- Using Apply Scent on a map without any viable targets no longer throws a ‘scentArray.includes is not a function’ error and crashes the game.
- Returning to the beach through the entrance cave now properly expands vision cone
A player has mentioned that there are no ‘thunk’ visual cues in the mage’s basement. If this issue is happening to you too, please comment below with as much detail as you can reasonably give. I have not been able to replicate the issue myself.
I’ve mentioned this before in a comment further down, and I do plan on putting together a walkthrough in the future, but there’s no harm in answering here too:
Yes, there’s a puzzle in this room, and you can continue on from there. The puzzle is figuring out the basics of using Call with the Tentacle Creature and the Sigil in mind.
Can you describe what you’re doing when you fall off? I and testers have found it to work pretty consistently, so I’m wondering if there’s either some issue that I’ve entirely missed, or if the mechanic has been explained poorly.
To make sure it’s clear, the intended use of the mechanic is to hold down the strafe key (ctrl or alt), but before that, make sure to face either towards the ledge’s wall or away from it while moving.
Corners (both inner and outer) don’t require strafing. However, you’ll need to change the direction Lathe faces to account for the next ledge.
I will say that intentionally jumping off a ledge is pretty unintuitive. That’s something I plan to change.
Whenever I'm using an event that's autorun (and I think parallel too, but I'm not sure), holding down enter or e at certain moments causes that event to restart from the top, rather than moving on (and skips any self-switches that would stop the autorun event).
For example, if I have an event where the screen fades out, the player says 'I'm Awake!' then moves forwards, then says 'To adventure!', if I hold down enter starting in the middle of the movement and before the 'to adventure' line, the scene resets. Likewise, if I hold down enter just before 'I'm Awake' I can get it to restart too.
Aside from this, the plugin works very well, but this issue is game-breaking, especially if there's movement routes or transport calls involved.

