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skeptile

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A member registered 209 days ago · View creator page β†’

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Created a new topic BUG TRACKER
(Edited 2 times)

This will be an informal bug tracker for Sword and Staff. I have listed below all of the currently known bugs in the game, and I'll update this list when I fix bugs. It may look like a lot, but most of these are very minor things that you won't even notice on a normal playthrough. You can also submit any bugs you find by tweeting me @_skeptile_, and I'll add it to the list. BUT please check the list before commenting, to make sure it's not already on the list. Also include screenshots if possible, and instructions on how to replicate the bug.

Key:
- Normal text = minor bug which is currently unfixed
- Bold text = major/game-breaking bug (these are looked into first)
- Strikethrough = bug has been fixed on my end and will be gone in the next build of the game
- Italic text = bug is unconfirmed/I can't replicate it

So without further ado, here is the list. (These are listed in no particular order.)

- after throwing or shooting, for a single frame, the equipped item is drawn as if held normally
- there also may be an issue with certain projectiles being so fast they can pass over an enemy without actually coming into contact with it
- certain HUD elements become transparent when the CRT filter is enabled
- farmland doesn't always tile correctly until reloading the world
- fog of war in the dungeon becomes partially transparent when exiting the dungeon and re-entering
??? you can start building from the "construction uses" panel; but it doesn't close the panel
- the effects of enchantments (on the left-hand item) can affect attacks performed by the right-hand item
- some bait items don't show their strength in their tooltip
- enemies that "blink" act as a solid object even when invisible
- dropped items can glitch through walls if they spawn near one
- honey dropped from a beehive can have quite glitchy behavior
- some left-click actions trigger an attack
- mages' attack animation only lasts one frame
- heavy armor and magic armor can't be enchanted because of their intrinsic enchantments
- tooltip for fedora doesn't display enchantment info
- enemies can walk into a fire's radius, but still won't attack the player if he's within the light
- dropped items can repeatedly pop toward the player when the inventory is full and there is another item of their type in the inventory
- improvement scroll works on items without Quality
- slimeballs sometimes bounce off of mobs (probably because they bounce before the enemy's collision event is triggered)
- enemies can spawn in black spaces in dungeon
- sales don't always actually affect an item's price
- if obtained some way other than picking them up off the ground, an item won't be added to the Catalogue
- enemies that "blink" draw their lifebars even when invisible
- dungeon generation can place objects in unreachable areas, rendering the level un-beatable without a teleportation item
- some weapons like the goblin bow and spiderfang bow don't show their Condition in their tooltip
- barrels can sometimes turn white when struck
- glowshrooms don't produce light
- damage range displayed is different than tooltip damage range for all thrown weapons
- looted spike balls (and some other items such as armor) start with 0 condition
- crash when taming animals (rare)
- When riding a minecart over a jump, the player’s sprite draws at ground level
- Minecarts stutter when moving at high speed
- powershot motion trail doesn't draw for many items
- scroll of repair doesn't work as intended
- big chest can spawn off the map
- very rare crash when an enemy steals an item (may be due to the enemy being unable to find a valid location to flee to)
- the player can sometimes respawn in solid objects in the dungeon
- staves are not affected by Incompetency, and can't lose durability
- rarely, a "fetch" quest can fail to spawn items correctly, resulting in an un-finishable quest
- music can fail to play, both on the overworld and in dungeons, at various times
- the "waterlogged crate" can fail to spawn near the player at the beginning of the game (possibly only on worlds of size Normal and above)