If a player hits the win height during their opponent's turn it shouldn't end the game until the opponent finishes their turn. Currently to actually win by Elizabeth's special ability you have to get really lucky with your card draw on the turn the opponent is at about 45' so you can get 20ish feet from one play.
Swogor
Recent community posts
Off to a good start. It would be nice if there was a way to define Bonekas yourself. If that's not possible though, a Boneka that restricts them to basic attacks would be nice, I often don't want Jou to use Steal. It's also a little pointless for her to use mend on the MC since you can have her do that freely.
It would be helpful if the game would show what locations have class crystals still there. Also when draining XP it would help to see what the level results will be after draining (e.g. show that MC will level up to 5 and Jou will level down to 2). If you're ever going to add abilities learned from levels this would be pretty crucial.
I'm guessing this is from this mod based on the error text, ran into this when recruiting Daisy. I also have NPC portrait replacements from https://itch.io/t/5551480/semi-realistic-portraits-ai-optional-npc-replacements so this could be an incompatibility. Seems to be harmless though.
Invalid get index 'lips_arics' (on base: 'Dictionary'). at: process_chardata (res://tmp/modded_ch_statlist.gd:1173)
Invalid get index 'lips_arics' (on base: 'Dictionary'). at: process_chardata (res://src/character/ch_dyn_stats.gd:866)
You may be able to replace the %appdata% folder for S4P with a symlink to a folder in your install folder. https://learn.microsoft.com/en-us/windows-server/administration/windows-commands...
Started a new game, clicked on the first tile, get "name 'demonwomanhp' is undefined" (ignoring shows a bunch of similar errors for other stats).
While running game code:
File "game/fightengine.rpy", line 5897, in <module>
NameError: name 'demonwomanhp' is not defined
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "script.rpyc", line 929, in script call
File "fightengine.rpyc", line 31810, in script call
File "fightengine.rpyc", line 31233, in script call
File "fightengine.rpyc", line 5897, in script
It's a problem with the cow potion specifically. As long as the cow potions regenerate themselves, the deck won't reset. The cow potions add a new potion whenever they combine (including higher level ones), so each potion is effectively worth 5 or 6. It's not realistically possible to avoid combining them long enough for the deck to reset, and of course once one pair combine it chains through a bunch of them.
I'm not really sure how to change it without losing the interesting part of needing to avoid combining them. Maybe put a limit of 3 in the deck at any time, or add a rule that maxing out their combination (to where the bottle breaks) removes all remaining ones from the cauldron and the deck.
EDIT: I didn't realize this until I was playing with slimes so I could actually play around the bovine elixir - even if you don't combine them it looks like they keep getting shuffled back in the deck. The bovine potions should definitely get removed from your deck once you play them and only get added back in when combined.
Since you asked for feedback on the combat, I think the thing most of these giantess combat systems miss is giving the player information so they are making decisions about what to do, as opposed to just picking something and reacting to a random result. Like, dialogue indicating what move will be the most effective next round, or give the different moves different effects.
I finally watched the extra animations, I'd definitely like to see more scenes like the extra ones with the mage and maid.
Also that trigger doesn't seem to persist, I have to load a save and skip to the end to see the cutscene menu. You also can't directly load from the main menu, going to settings and switching to load works fine though.
Oh right, that was in the initial explanation. My health reached zero in the middle of the match though, so I'm wondering if that should have a more obvious effect as well. Maybe give emptying it a bigger effect and then restore it to full once the effect is over?
Also while in the post-match phase you still need to hit attack or pleasure to submit prompts, which seems wrong.
I didn't test full release but would it make any sense for the button to be inactive if you haven't hit the trigger yet? I also didn't understand how the percentage number works for turns taken, or for the health/endurance difference if it's saying you're at x% of opponent's stat, or x% less than (as in is the calculation PC / OP <= x or (OP - PC) / OP >= x).
Oh and is the power of your full release based on the percentage it triggers at? That seemed like how it would work but I don't remember if the help text specifies it.
I have Mei Mei at zero health and endurance and the description from the AI seems to be that the match is over, but it's not moving to the next match. Either side going to zero health also seems to not do anything, I was able to keep taking turns after if the idea is that you're stunned for a few turns.
Attempting to submit a prompt:
components.js:2579 Error executing action for button submit-button: ReferenceError: plot is not defined at Object.updateText [as submit-button] (components.js:5677:26) at async HTMLButtonElement.<anonymous> (components.js:2573:21) (anonymous) @ components.js:2579</anonymous>
If you don't accept the offer and then hit reload from save the submit & end scene buttons won't work.
---------------------first error------------------------------------------------------
components.js:230 Data for key "config" not found in IndexedDB, and no fileUrl provided to fetch from.
loadJson @ components.js:230
await in loadJson
updateText @ components.js:6322
await in updateText
submit-button @ components.js:2670
(anonymous) @ components.js:2685
--------------------------second error-----------------------------------------------
components.js:2690 Error executing action for button submit-button: TypeError: Cannot read properties of null (reading 'content')
at updateText (components.js:6337:16)
at async submit-button (components.js:2670:50)
at async HTMLButtonElement.<anonymous> (components.js:2685:21)
(anonymous) @ components.js:2690