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DoctorSpacebar

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A member registered May 27, 2020 · View creator page →

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Nope, it's Stellar Panel and Starlight River that were causing the issue. Which is weird, because none of the code related to either of those items should be affecting it at all. I'll give Passive States another look, and I'll have to test it in the game itself, rather than in Battle Test mode, to see if it differs somehow.

Deferred damage stays the same when stats change; once the hit connects, the deferred damage is set. If you keep getting hit, that damage will rack up fast. I imagine a fast Block build with high Regen could make excellent use of the Chainshirt.

Yep, it's not accessible yet. (This may change in a future update!)

That's probably what inspired it, although indirectly, through Final Fantasy: Record Keeper. The boss that uses it does show up, and I think there may have been a hard-mode version of that boss that gave me some trouble? (Although I could be mistaken there.)

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The Ice Sculpture and Hidden Forge both use the same interface as regular crafting. I'll have to add a check for those in the near future and just not show My Mixes when they're being used, it shouldn't be too tough to work in one of the game switches. I'll also get the Potion Shoppe's My Mix Point symbol at the same time when I do.

You know what? I could do that. The Sickly Robe could also get some purple art. Good idea, I'll go make the recolor right now.

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Whoops, that's probably the message height not getting reset at the right time. Should be easy to fix that up, I'll have that fixed next patch.

Rising Force probably just kept the damage formula in there because it used to heal. I could give it another look later to see if I need it.

I apologize for the late response, RL got out of hand for a minute.

With Lanterngeists, a few IDs got mixed up. I've gotten around to fixing them, so the issues should all be gone with the next patch, which'll ship in just a bit. 

Starforce only charges when attacks are blocked, rather than just when taking hits; this is working as intended with Riftkeepers. Small Fortune is also working fine in my tests, although it isn't shown in the victory text; I could potentially go into the code and add that properly in the future. (I could also give the cliffs another look in the same update.)

There should be enough keys for all 7 doors in the Sanctum (Minor spoilers ahead):





-2 on Floor 1

-3 on Floor 2

-1 on Floor 3

-1 on Floor 4

One of them's behind a hidden passage, that might be the one you missed.

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Found the problem! There was an issue with event pages and collision. It'll be fixed in the next patch or update, though. I'm hoping to get more time to work on Ruphand in the next few weeks and ship Update 0.3.7-P3; if it takes longer than that, I'll probably drop a patch.

It's real! There is no way to get more Shurikens in the game; the adjustment is a fairly minor one.

Master of Lanterns doesn't use that yet, but I might go ahead and apply it to her and other bosses/enemies that summon other monsters. (For the Craven Fiend, I'll probably allow some extra phantoms to spawn in, I think they have drops.)

The statue description is meant to be a reference to artifacts in Dwarf Fortress, although it didn't menace with spikes of anything.

Whoops. These should be easy to fix; for the latter issue, I just need to find where it happens. I assume the "end of the game" message happens some time between "Wrack Your Brain" and "The False King's Army"?

I'll address the other issues (including Conjure Coins, and I might go over other summoning attacks as well) and release a patch when I get some time.

Oh, that's the problem! I had the trigger set to the wrong timing. That should be fixed with the next patch/update.

On the missing wall, I'm guessing one of the details ended up getting counted as a walkable tile, there's a lot of them in that one. Which map is it on, specifically?

The invisible ATB gauge on that particular enemy is intended. I might add something to the scan data that says that if I haven't already, and I'll look at the dialogue there as well to see if I can drop a hint there. I'll check the Sphinx's dialogue as well. All the changes should drop with the next patch/version.

I could've sworn I added the "Not independent item" tag. It shouldn't affect the Shuriken's battle functions, but I'll get rid of it with the next patch.

For the Red Cap fight, the Restore Matrix is powered by the Rauthaz, so you've got to take that down first. Is the Rauthaz going down properly?

Just here for now. Welcome back!

SPOILER:



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Talk to the sheep in ascending order of their pitches and you'll get an item.

(Itch really needs spoiler tags...)

The formula picks whichever damage formula will get the most damage. If a resistant enemy has a high enough Block Strength that the Thunder damage would be better than the Neutral damage, it takes the Thunder damage, and vice versa.

I see the problem- they were using their Soften instead of their Rock Wall. Must've been rushing too much when I programmed that section. I'll be able to ship that fix with the next patch too.

Have you got Earth resistance? They're set to always use their punch if you are. Actually, I could probably switch a few lines and make them check to see if they've got a wall first.

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Really? That's odd. I'll give that a look and see if I can't replicate it and come up with a fix.

EDIT: I was able to replicate it. Going to test more and find out why.

EDIT 2: There we go! It was checking the wrong variable. A fix for this issue will ship with the next update. It's very good that you found this issue because another upcoming enemy will have a similar gimmick! Thank you for the help.

Cave Worms can Burrow Away after 55 ticks and are guaranteed to Burrow Awayafter 76 ticks.

It's been a minute since I've looked at this. It was very rushed to meet the Jam deadline, and I feel like I could've done a lot better.

Maybe I'll revisit the game in the future, and really make it into something more substantial. (If I do, the issue with Bolt will be fixe.)

Looks like the non-reflectable projectiles was another case of me not setting a variable. That should be fixed next time I roll a patch out (which I'll do once I finish some other work and have time to look through attacks for more instances like that), and I'll make sure Purple stops throwing so many Javelins.

Hard Beatrix is mechanically separate from Normal Beatrix, with different base stats and different attacks. You even get a new Bestiary entry!

The Antifairies won't appear in the Hard Challenge. They're holding off for something else, much later. (There is, however, a Hard Tower Lord who's more or less from the same general neighborhood.)

I'll give Petty Fiends/Bitter Jab a look later. The general area is getting attention fairly soon, after all.

Just pushed the patch, about to drop a devlog. Duplicate ingredients for new mixes will still show up in the message, but they'll be combined when the recipe is created. This will apply to any new recipes created.

I'll make a function later that goes through all the recipes and checks for duplicates later, then fixes the recipe and recycle vars.

Looking through these:

-Forgot to get rid of Jirik's "spacing" text in the Bestiary; I use that to help me keep track of how long each line is so I don't go over. The numbers will be out next patch.

-Jirik was also getting the wrong Counter stance, he was using the Piercing Parry that Hedge Knights use. Again, easy fix.

-The Tower Points were a math issue; in the next patch, the math should be properly mathing.

-I added an extra check to the Recycle section to make sure that it's not doubling up in this case. Once I've tested and confirmed that it's working as intended, I'll have another patch out.

1: Oh for the love of... I swear I set Archsage Cloak's gravity amp to the right value, but it's back to the one it was before! Easy to patch, thankfully.

2: Ah, left out a Math.ceil() call in the Fairleaf Laurel. Again, should be easy to fix- I'll make sure this is right and then patch it as soon as I can.

3: Hmm, I guess Evil Eye Jewel does regenerate the burn on hit, now I think about it. There's still a niche benefit to be gained from the reduced turns (namely, Master of Lanterns's Shin Kayakujutsu will deal less damage if you fight her post-Hedge, and I'm sure there will be other enemies that deal damage based on status turns) as well as a slight niche drawback (airblasting the burn to an enemy with the Compressed Gale would get 3 less turns).

The others just passed, actually!

Archsage Cloak, for some reason, was using the wrong internal name for Gravity amp. Both this and the Evil Eye Jewel's Burn timer are easily fixed; while there's only a few cases the latter might matter, there is an enemy that can hit 16 times in one turn, so it'd be better to take 7 Burn ticks than 10 Burn ticks.

Aeternator's AI does call all six Barrier Shifts, but I actually forgot to give him resistance to the Burn, Chill or Soften states, because he absorbs the elements. This is a minor oversight that should be easy enough to fix. He doesn't actually react to Amps in any meaningful way.

Figured out the problem. There was a "b" where there needed to be an "a". No idea why THAT happened, but it should be fixed as soon as I get a bugfix patch out, which should be ready by tomorrow.

Maybe I'll adjust Purple's air time- he spends a variable amount of turns in midair.

Missing Number does remove the last digit- if it's blocked, it's set to 0, and if it's not blocked, it's "removed", setting the target's HP to the value it would be without it.

The Tower Lord in question is slightly weak to all elements! Running a double-element formula was actually a great move there.

Hard Tower Lords give 200 points plus 25 for each Tower Lord defeated. Also, if you still haven't defeated at least one Tower Lord, a Lord you haven't defeated is guaranteed to show up.

I'll set a certain NPC from "Random movement" to "Stand Still"; that should remove that issue for the most part.

That actually is a bug- I just forgot it was there. While it is relatively minor, I might want to work out the timing or add a check in there. Having it cover Frost Burn is another adjustment that makes sense.

I forgot to set the "Remove at Battle End" tag on the Rare Treat. Oops.

Aha, I see the problem: I set the wrong element ID in the shield's state, so it wasn't amplifying the Gravity Amp effect. (It should work like Elemental Amp effects; 700 against Aeternator should become 875 with the next patch, which will be particularly good for a certain task.)

I'll patch that issue with the Point Research and Regen Healing- probably will have more time for that a bit later today.

I've gotten a chance to look at the final thoughts.

If the "black Tower Lord" is the Tower Lord I'm thinking of, that one's very hyper-focused on offense, but has some inherent "prep time" where he uses a certain move. Chilling him or speeding Brill up will probably help a lot; on the other hand, if you can land a Tinderspark+Quickburn on him, that alone can eat through a generous portion of his HP while you block his attacks. As for the "white Tower Lord", don't rely on Immunity potions and, if you have Wind potions, be ready to deflect his big attack (as he always has to "Prepare" it, which will reset deflect immunity).

The post-battle healing would be an interesting idea. Builds that rely on being at low HP might also benefit from an "HP to One" NPC in the first room. I'll think about it! Still figuring out the logistics of buyable research.

Now that I think about it, that'd be a good idea. I don't want to step on the Spell of Clear Thought's toes too much, but smaller amounts of Research probably wouldn't hurt.

Cursed Coronet will be a tricky option to use in the Tower; it's strong for Challengers, but Tower Lords will be rough. I'd run it with the Aeric Raiment so that you can cap the debuff at 50%. (Maybe I could make it so Check doesn't tick down the Cursed Coronet debuff...)

Off the top of my head, I can think of one Challenger type and one Tower Lord with a standard Evade effect. The No-Miss effect could be helpful for both. (Note that "Jump" effects will still avoid a No-Miss attack.)

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My Mix checks are probably easy enough to work around. Gleam Sand should be allowed, I'll go through and add the check for that.

Adding loadouts to the Normal and Hard challenges would be a good idea. I could probably reuse some of the code, too.

Did the Lifespark heal the Lanterngeist? The check gets the HP the Lanterngeist was at before the attack hit, so maybe the Lifespark used Power Pool.

Not sure off the top of my head what caused the big bug- maybe Fire related, but likely because Brill got KO'd after the fight. But now's probably a good time for me to go through "timed attack" effects like Volley (and Artillery Fire) and add a check that keeps them from activating if the enemies are all KO'd. (I'll keep it on Echo Tonics because that's useful.) I'll get on that after I've finished up with work.

That might be worth looking into. I'd have to figure out how the ATB system works internally, but again, it's one of those things that I can probably figure out now that I have more general coding experience. I might have to make one more patch between 0.3.7-P3 and 0.4.0.

On my own copy, I've just fixed the issues with Lanterngeists and Win Streaks, as well as a few more I found: a bug where a certain Tower Lord would remove the "1 Gravity Only" limitation on himself (making him hilariously easy) and the Lightning Rod effect on a certain Challenger activating even if that Challenger is KO'd. I'll give the "1 Gravity Only" effect an icon since it would probably be good to show that, and then I'll upload the version with the bugfixes.

Block doesn't go down until after your attack. (While this was unintentional, it's something I'm aware of and try to balance around.)

Lanterngeists need to attack while Burned for the extra Lingering turns to set up, I think? I remember having some difficulty getting it to work, so I'll give the code a look again soon, along with the Hard Win Streaks (which should work, I've got no idea why they wouldn't).

The enemies in the Tower actually slowly gain more HP, Attack, Defense, and Block Strength as you go. An NPC explaining this would be a good idea; I'll place one in the next patch. (That's the likely explanation of the Genji Crab's damage calculation- he might've just had a different Defense total, the base for a Genji Crab is 35.)

I definitely remember just avoiding that one route in Pokemon Gen 2 (I forget the number, but it's the one south of Blackthorn where you find Skarmory) because I didn't want to deal with the ledges, although at least you get Fly by then. Fortunately, this particular bit is fairly short, and it's easy to get back to.

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Aha, I found out fixes to the bugs you found! (An invalid method call in Toxic's ramp-up variable and an oversight with the loadouts array's length; both should be patched out in a bit. I DIRECTLY tested Toxic to make sure there were no shenanigans.)

Being able to sell items back is a mistake I wasn't thinking about- that'll be patched out soon as well. That said, defining a custom "point price" for craftable items to use it as a way to recoup mistakes wouldn't be out of the question in the future.

I swear I keep trying to make him attack more and he never does. Odds of Conjure Coins will definitely be going down again.

The healing done by Aeternator's Rising Force will negate some damage, but if his health is still down by 700 then I'm not sure what's going on. I'll have to look into that a bit more. (That said, I'm considering removing said healing as it doesn't really "fit" the description- I wanted a use for the Heal Buster in the fight, but it doesn't really make too much sense to take that away from damage, unlike with Barrier Shift where you're technically doing "negative" damage.)

I probably need to specifically make a plugin call to add Aeternator to the bestiary; since you lose the fight, it doesn't get "counted". Same with Aeternator's conversation, I just need to change a switch check. Minor fixes, easy enough to do. I'll probably do a quick patch with all of that tomorrow morning.

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The sampled items in the Tower are completely random, so duplicates are possible.

A lot of the "Raining Attack" states (and Artillery Fire) could probably use a check to see if the enemy party is actually still standing. That'll take a bit of extra effort as I need to test each one to make sure the edits don't break it, but I'll work on that while I plan out the next update.

Brill was using the Fire Formula III version of the Boom Trap (which has 120 base damage), and it looks like Brill was sitting at 25 ATK, with 76 damage taken meaning +7 Attack from a Ring of Reprisal, a +3 Rock Wall and 7 Stone's Throws adding another 5, and 170% Fire Amp (Fire Affinity and Sage Cloak) on top of a 7% boost from a Fairleaf Laurel. (I went here straight from an Aeternator attempt, Brill was kitted out to deal damage and deal it fast.)

That's 157 damage, minus 10 from the Corsairrot's defense = 147. Multiply by 1.7 and then by 1.07 and that's 267.393.