just a lot of getting into fights and using "defend".
fun fact, Evasion Mastery title gives +40% defense, +25% critical hit evasion, +50% effectiveness of the guard (defend) action, and +30% to evasion
Download it from here, it's essentially a new game but you can manually move your savefile (it's a file called something like "Save01.rvdata2" in your game folder). Just copy that over to the new install location, pitch the old game, and you're good to go.
New build should go up later today, i'm just still trying to fix an uncooperative bug.
Yep, I've gotten a few reports about that and it's been fixed for the next update. Weirdly enough, you can fix that now by exercising in your room (but if your physical fitness is too high for that you're out of luck). I'm planning on getting 0.32 out by sometime next week, which will have that, another small bugfix, and some new content for the academy. Sorry for the inconvenience!
I believe some areas have a little background music, but it hasn't been my focus. I usually end up muting background music when I'm playing games, so I don't think of it too much as a game developer. I'll try to make sure each area has BG music included, even if it's just from the rpgmaker default assets.
Lumberjacking is the only skill that goes over 90; a few other skills can get to 90 but 50-90 goes pretty slow. Using magic skills in combat gives XP for that type of magic, so those, evasion, combat mastery, toughness, axe mastery can all get to 90. Regeneration can get to 90 but it's difficult (50+ you only get XP from being at low health AND poisoned or on fire). There's no requirement of any skill over Expert (50) except for lumberjacking.
Thanks! Status is already fixed, that's in the next update hopefully this weekend.
I'd love to have a better way to display skills, but there are limitations on how that's handled in RPGMaker (one of many reasons I'm moving away from it after this game). I've already done enough breaking the system, in trying not to do any more (Fire and poison DoT being typed, resistances reducing damage by a percent, everything about toughness and walking skills, etc)
Thanks for playing!
You can get a burn salve from Emmy's room if you talk to her in the morning. Once you've used several burn salves, you'll get the option of asking Emmy how to make one yourself. If your alchemy skill is high enough, you'll understand what she's saying and then you can gather ingredients and make the salve in Emmy's room.
Hey, thanks for playing! I'll address all of your points here in one post, but let me know if I missed anything.
- I'll look at the Baron's event. This may already be fixed for next update but I'll double check.
- Status screen should be fixed to have all attainable skills (that are level 1 or above)
- In order to get access to Mr Harris's office, you need to have read Lewis's book in his room, then talk to Lewis at the lumberyard (doesn't have to be the same day, but has to be on the first day of a loop). Then if you talk to Mr Harris in the morning, you can ask to look at his books. If you're on the second day or later of a long loop, you get the other conversation with Lewis (which I won't spoil exactly what to do, but you need to talk to Lewis in a few different scenarios).
Hope that helps you, and thanks for using the bug report form! You can check here on the status (but of course you won't have a fixed version until next update)
Yeah this isn't a bug, this is intended although still a work in progress. The problem from a game design perspective is that if you go from having 14 (or fewer) actions per loop to having 50+ actions in a loop, that long loop lets you level up skills way too fast. So the ~20 units of time in an academy class only gives you about 5 units of skill progress. I'll be tweaking this more, and some other methods of leveling might even need to get slower to match up more reasonably.
I will mention that there are several skills you can only learn at the school, so don't miss those.
Thanks for playing!
1) You should be able to manually move over your save file; I have often suggested players start new saves for new versions, but I'm mostly done tinkering with bae game mechanics for now so that shouldn't always be necessary. If you ever run into a weird bug though it may be related to having an old save.
2) Those are the best possible right now; adding some more craftable items will be part of the blacksmithing and woodworking revisions that will happen in some future update (check the survey!)
3) There are definitely some reasons that information could be helpful to Graham, but he just hasn't figured that out yet (and I haven't added it to the game yet). One of the things I like about Stubborn Skill Grinder that I'm trying to bring into this game is the idea that a time loop isn't just following the same path every time and trying to get a little further - sometimes you learn that there was a different path you could take right from the beginning. So I really like having these things that Graham doesn't notice or doesn't care about, and later he realizes they're worth paying more attention to.
for 1, I'm not sure exactly what you're experiencing. There are 3 shelves of books in the mage's guild; the top and bottom shelves don't have any content yet. The middle shelf has the new spellbooks. I'll remove the door/curtain because it's a little confusing and the message is kinda incorrect now, but interacting with the middle row books doesn't require you to interact with that door/curtain in any way. You should be able to try to study magic, and if your relevant skill level is too low there's a message saying so.
for 3, I'll dig into this but if anything I'm seeing the opposite, where stamina is regenerating too fast. the "defend" action should regain 5 stamina, and then stamina is regained per turn based on physical fitness (which also affects max stamina). If you ever get into a situation where you'd like to just die already and end the fight, you can press right arrow to skip your turn without taking any action.