Thanks! And that's an intentional feature, codex entries persist throughout playthroughs.
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There is a bug with it right now, I'm working on getting a hotfix out as soon as I can.
For now, the workaround (only works on PC/Mac) is to rollback to before the map comes up, open up the console with "CTRL + O" and input "_dismiss_pause = True", then exit out of the console by inputting "exit"
Thanks for the feedback.
There are plans for more diverging and exploratory content in the near future (as in, within the next couple updates). Choices are somewhat limited compared to other non-linear VNs at the moment due to it still being pretty early in the story, while mechanics/stats will become more fleshed out and integral to play as development continues. Consider currently available content to be a setup stage, or like a bridge between traditional VNs where it's 100% text-focused and a later stage of this game, where interactivity and choices between events will become much more prevalent.
Between towns, travelling will be more freeform and similar to how it was after leaving Redroot, but expanded upon since Killigan will have companions to journey with. Inside towns (like in current content), it's usually going to be more static, but more plot-focused. Mechanics, combat, etc. will come into play during both parts.
v.0.5 is out for patrons now, over on Patreon. v.0.5.1 will also be released on Patreon in a few days, capping off Day 3 from v.0.5's build, and will be released here/to the public once v.0.6 is released to patrons, at the end of April.
That shouldn't be possible, unless you're playing on a save file that was started before v0.3 (which I strongly recommend not continuing on, if so). Either way, I'll add an additional failsafe measure for v0.5 that makes so that bug shouldn't happen after the prologue and completing Aris Day 2.
Just early build. v0.4 (the one coming tomorrow) will also be uploaded here tomorrow, v0.5 onwards will follow a delayed schedule where patrons have access to the next build first, then a month later that build will be uploaded here (as the public build) while patrons get early access to the next new build
I've fixed this on my side, it'll be working properly once v.0.3.1 is released. For now, the workaround for the black screen issue is:
- Open up the console with SHIFT + O
- Type in "hide screen effect_punch" (without quotes)
- Type in "exit" (without quotes) to exit the console
If you mean the one with 2 bars, wait for a second or two and try to time your button press with the bars colliding, signified by a !.
If you mean the one with 1 bar, hold down the button to build up your defense and release the button to lower it. The higher you have it charged once time runs out, the lower your chance of an armor piece breaking (signified by the different thresholds), but be careful not to charge it too high (signified by the QTE itself cracking) or your defense will be lopsided and an armor piece will break.