yup, it works now, thx!
Norbert339
Recent community posts
stage froze (but not the game), “Too long history of fatigue” after grinding for a bit
screenshot:
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I got two bugs for you:
- This stage freezes, and just keeps eating memory after you press end turn. Something about eels getting hurt by spikes, I guess.
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- This sleeping tonic doesn’t get removed after use, seems buggy to me, can’t figure out why. There was some ensnare stuff going on at a previous stage, I think I played it while ensnared. It’s not different in the next stage. Steps to reproduce: use pray, use sleeping tonic, it’s still in the deck.
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This looks like it could be good, but it’s just too buggy to play for me.
bugs:
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If I play all my cards, and then press end turn, the enemy attacks, and then… nothing. I guess it’s supposed to draw a new hand, but it just does nothing.
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While in combat, you can still click on the (now invisible) map tiles you could visit, launching a dialog for an event tile, or launching another combat playing at the same time as this one.
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If I select one pair, then another pair, and then a card that makes the first pair a three of a kind and the whole selection a full house, it says “invalid set”.
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Good point about the arrows. My first intuition about them was that they mean that the subject value is increased or decreased by the effect, they look a bit more “meta” than the rest of the formula, like the arrows evaluating the formula.
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I meant an option that only affects tooltips specifically for cards in your hand during a stage. The current options also affect tooltips in all other contexts.
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Currently the selecting of cards causes me to use persistent cards more often than I meant to sometimes, because I double click when I don’t mean to. Thanks for reminding me of the keyboard controls, will try that.
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You have a good point about the tedious optimal play, that’s a valid approach to the game’s design that I’m just not used to. It’s not really an issue to me, I can always just decide to play with a conduct to avoid using certain cards in certain ways, or pretend there is a limit.
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add a line in the “more info” tab about the meaning of ↓ and ↑, it took me some time to discover those had a tooltip. Or maybe use ⌊…⌋ and ⌈…⌉ instead.
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an option to disable/delay tooltips only for cards in your hand, those tend to cover other cards, so that you can’t click on them.
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an option to play a card with one click, without selecting it first
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maybe at all try to avoid tedious optimal play? Stuff like the pipette and cynicism can easily put you in a situation where you get something infinitely if you just prolong the battle and do the same thing over and over again. The simplest fix would be to put a limit to how much you can get with these cards, for example pipette could only work once per stage, and give more max health if that would make it too weak compared to other items.
Really good game btw.
I just found this because it came up first when sorting turn-based games by “new & popular” yesterday. So far I haven’t got around to making my own games.
You literally guessed the exact mechanic.
Well, the ring of fortitude explained that one to me. While I have peeked at the source files, that’s not necessary to figure these things out. Thanks for explaining the stats!
Maybe it is connected to reapers somehow?
Maybe it’s useful to give more context: I had a lot of archers and one assassins, the Reapers died first and without causing causalities, and the only unit that got causalities in that fight was my merc. cavalry. Edit: Actually, I’m not quite sure whether the Reapers caused those causalities.
Really good game!
It took me a while to understand that numbers like 10/10 mean numbers of units instead of hit points, that CON is the health of those units, that DIS means discipline, that attacking discards all your remaining action points, and that retaliating to being attacked uses one action point.
I’m still not sure what levels do, whether the action order of units is random, whether all kinds of diagonal flanking are equally good, and how exactly def and acc interact.
This the first time I’ve seen someone call rounds that don’t belong to a particular side “turns”.
bugs:
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I got to the first level featuring Reapers, and killed all enemies, but it keeps giving my units new action points instead of ending the scene, making it impossible to proceed without reloading the game.
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The second item slot reads “Need unit level 5”, but actually needs level 6 to unlock.
I was not expecting such a polished game hiding behind this default star thumbnail!
so far, I got one bug: I gave two baton passes to Triss using Lumoth, and Triss kept getting turns, but eventually no energy, locking the game.
Context that may or may not be relevant:
-Triss picked up and placed Lumoth at the same place, who would have the next turn anyway -Lumoth uses Barrier on Triss twice
-Triss picked up and moved Lumoth in the next turn and the following turn
-Triss got energy for a third turn and moved
-Triss no longer gets energy, but keeps getting turns
Awesome update with the necro class and spriggan keys!
Two minor bugs maybe:
- when you encounter the final boss, often your item in the first slot gets deleted. I think it’s when you sold your first starter item before.
- poison gained from poisoned knife didn’t trigger the poison plate when I tried it once
A lot of people miss that third deduction
“A is neither B nor C” alone doesn’t imply that B isn’t C. Inequality is NOT transitive.
I guess in other games you can make that deduction from the context, but in this game, the player generally isn’t told how the clue suggests that “A is neither B nor C”.
In my example, “I found curious details in a painting that suggests that whoever was desperate to hide a murder was neither Mrs. Salome Vile nor the person who had the scalpel.” doesn’t make clear that the painting presents these as three different people. Instead it’s just another randomly generated clue where I’m given the detectives conclusion, but not the details of how this conclusion was made.
You need to either explicitly tell the player the full conclusion, namely “A, B and C are three different people”, or make the context more explicit.
No worries.
You’re welcome, I had already made a list with these numbers, anyway. Some stats are more valuable than others, for example I’d pick a lion over a fencer because it has more defense and the same damage, even though it has less stats overall.
I think there’s another bug where a resisted vampiric lighting attack seems to attack multiple times instead of (not) draining health.
This is common with Godot projects on firefox at the moment, here’s a work-around that usually works:
Right-click the game, choose Inspect, find the direct link to the game (here that’s currently https://html.itch.zone/html/10066910/index.html ) and open that link.
I see, it’s good to know you could prevent that griefing. But I also think it’s kind of a long-term balance issue, where you eventually need a long-range unit to be able to attack other long-range units, and then you still might get unlucky and be one-shot while approaching them.
Maybe I should also point out that Cassowaries and fencers have stats worth 22 upgrades, while most have 21. Barbarians and centaurs have only 20. Skullchers and banshees seem to have 21, like morcs, while elves might also just have 20. Llama and naga have 21 plus their spit attacks.
Snakes have 20 plus venom bite, while centipedes have 21. These make me wonder if it’s a downgrade to have multiple different melee attacks whose damage you need to upgrade separately.
Oh, and another small thing I noticed is that resisted attacks use the verb “undefined”.
Love the concept.
One long-term problem is the range upgrade, and the fact that players are always defenseless and at 10 hp, meaning you can be one-hit from out of sight, without even getting close enough to replace the killing monsters liar. You could principally surround the starting area with 4 such ranged monsters and make the game unwinnable.
Also, are wizards and druids really just plain worse than morcs?
You’re welcome. It’s not a perfect solution, if your game loads additional resources from a different domain, those might still not work, I think. But I’ve had no problems with this method so far, Godot games don’t usually do that.
You can also try using this option https://itch.io/t/2025776/experimental-sharedarraybuffer-support
You can run games with this error in firefox, you just need to right-click on the game, use “inspect”, then find and open the direct link to the game (here it’s currently https://html.itch.zone/html/9947739/index.html ).
I’m really spoiled by DCSS so the gameplay seems somewhat tedious to me, but I stayed for all the flavor you put in. After messing around for a bit, winning a necromancer was easy to me, but I took a lot of time by playing it safe.
Bugs:
I think you can polymorph monsters into genocided monsters, instakilling them. If they don’t turn into phantoms that avoid you at first or something.
Hitting venus traps with cancellation seems buggy, as it was still hitting me the turn I stepped away from it. I didn’t test it for more than one step, I went back to kill it.
I dropped a ring of observation I was wearing and could still see all the traps. Also it failed to show me secret doors even though it says it should.