yep, good feedback. when the new version is out you'll see that there are some different enemy attacks, for example one that deal s guaranteed but low amount of damage so it should be good for training toughness. the numbers will get shuffled around for sure, i'd like regeneration to be more relevant so overall hp value probably needs to be higher
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Well there's two things going on here. #1 is that I'm not focused on game balance right now. #2 is that as a time looper, you're going to fight enemies that are way beyond you and then later on you've grown past them. I'm trying to make sure both of those situations exist, so for any particular fight or enemy there's only a very narrow window where it's an evenly matched challenge.
Talk to Lewis at the lumberyard (you'll need to have the convo with Simon first), then on a subsequent loop you should be able to talk to Mr Harris in the morning before he goes to work and get access to the books. If that doesn't work, then let me know exactly what you're doing and I'll see if I can figure out what's going wrong.
Thanks for playing and for your feedback! I'll take a look at the swimming locations, might be some messed up numbers there. In general I know there are a lot of balance issues, and I'm more focused on getting content added now and game balance will come later. There will be stronger and more varied enemies to train your skills against in the future.
Sorry, I'm not really sure what you're asking. Are you having trouble with something? The game is made in RPG Maker VX Ace, and the crashes that are happening are due to me trying to to some things with damage over time that the game isn't really made for. It's an ongoing process for me to get that working without crashing, and I really appreciate all of my playtesters on the SSG discord and here who find edge cases (and sometimes very common cases) that cause crashes so I can get things working.
a few quick replies:
- When you finish fighting fire, if you gained the burned condition during the fight, the blacksmith will automatically trigger the dialog that gives you a burn salve. -- This is intended, that's how you're supposed to learn about burn salves
-After learning mana control, you can use the mage guild door as training until level 10 with no time spent. -- good catch, I had noticed that in my testing and then missed a step in fixing it.
- When crafting an axe shaft with menar wood, it crafts a shield instead. -- yep, this is an easy fix I thought I had done a while ago.
- When you are fully able to eavesdrop on the conversation at the tent, there's no way to read it again. This is relevant because i accidentally skipped past it. -- people were finding it annoying to keep seeing the same thing if they were just trying to level the skill, so it should only repeat once per day. I'll double check, but eavesdropping the next day you should get the conversation shown again.
-I would also like a skill page to view all skills instead of having them pop up one by one as dialog. --- yeah this is on the wishlist, it's difficult within the constraints of RPGMaker VX Ace to do this without spoiling skills you haven't unlocked yet.
- I would also like if you made a bug report page. -- Yes, I would love to do that, I try to keep up with comments here and in discord but I'm working on a better solution.
Thanks for playing, and thanks for your extensive reports. I'm taking notes and when I get some time in the next few days I'll check everything out and let you know what's up. If you join the Stubborn Skill Grinder discord, I have a channel there where I post early builds for testing and bug finding.
Hey, thanks for playing. I'm aware in 0.1.6 that there's a crash that can happen when you're on fire - the damage over time out of combat has been disable until I can figure that out (see the current downloadable version 0.1.6a). Can you let me know if that's what was happening for you or is it something else?
Thanks for playing! Sorry I missed this comment for a couple days. I wanted to get guard allies in this update, but there's a lot of back-office stuff with how I've been messing with the game engine as a primarily single-character game that I have to work out how to undo to add allies, so not yet.
Generally speaking there's no benefit to having skills over level 50 right now, but there will be more blacksmithing and other unlocks for higher level skills in the future.
For the mine bug, can you give me a little more information? I haven't heard that one before and I'm not seeing anything obvious that would cause issues there.
Thanks for playing! Right now the only hint on what to do about burns will come from the blacksmith, but I'll look at putting in another hint earlier. Some parts of this game are intentionally a little bit of a puzzle, but I don't want it to be too hard to figure out. The way fire damage works (in the current public version you're playing) is that it's 15% of your max HP each turn, and Fire Resistance increases the chance of the "on fire" status to end (and turn into "burned"); it also decreases the initial damage from fire attacks. In the new version I'll have out soon, fire damage per turn will be reduced based on your Fire Resistance skill (and Fire Resistance still does the other stuff too).
thanks for playing! each activity that trains a skill has a cap - you can't become the strongest man in the world just by doing pushups in your room, and you can't become a master blacksmith just by making one or two things at a local forge. Right now the cap on lumberjacking is 70; the new version of the game I'll be releasing soon already has a lot of added messages letting you know when you've reached the skill cap from a particular training method.
did this happen just after starting a new game when you appear in the house? The default controls are arrow keys for movement, Z/X for action buttons. If that's not working and you're sure your keyboard is otherwise working fine, please give me any more info you and and I'll see if I can troubleshoot. Otherwise, thanks for playing (and don't go too far because the new update will be out pretty soon)
Doubly so for this change. I may add in a quick check on reset / waking up at home that tries to clean things up a little if you have an old save, but you'll have 0 combat mastery and as always there may be more bugs. All of these builds are work-in-progress, and my goal is for the 1.0 release to work and not be buggy for games started in 1.0; everything up until then I can't promise smooth transfers from one build to the next.
You're asking a lot of questions, I'll try to address what I can. I have some more quality of life changes I'll make to reduce the amount of repetitive text you have to click through while training skills. Next update I also should have messages added in when you've reached the cap of a training method, so that should be more transparent.
Thanks for all your feedback. There's definitely a lot of work to do in game balance, some skill caps will be lowered (they might have been already but if you have an old save you're already past), and of course there will be more and tougher enemies in the future. Mighty Chop vs Mighty Cleave is definitely not a hard choice in combat, but Mighty Chop still helps you when you're trying to chop down a tree. Graham is first and foremost a lumberjack so using an axe should be best for him, but there may be times he gets disarmed and has to fight with his hands. I could switch the time skip to do axe/unarmed depending on what's equipped, I'll look into that.
Not automatically, but you can transfer your save file over. In some cases there may be bugs caused by using an old savefile though, and it's possible new content won't appear correctly. I'll do what I can to keep older saves compatible, but my priority is that when I get to version 1.0 that everything will work there.