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Underfelt

14
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14
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A member registered Aug 08, 2024

Recent community posts

(3 edits)

for #3, putting a bathhouse or stockpile on a pleasant area goes a long way. Everyone worships me passively at this point lol, as for the pain that is REV UP, try using the mana salts. Similarly, you can get fresh energy and redraw with one of the inspiring brew - it needs spices, so stockpile them every time the market refreshes and get all the base energy brews you can too.  The crafting system lets you make both, and with a high-level crystal mine you'll be drowning in rev up in no time. The dev also points to the new research bonuses being a late-game thing but I aimed for higher XP early and a few attacks and my main defenders got ahead of my keeper pretty quickly, they slice through invaders like butter

You can reroll the properties of a tile by destroying it and rebuying. Destroying a tile brings the price back down - so you'll be paying the same price you did the first time when rebuying, not the next price up the ladder. Stacking a diligent worker on a good mining tile gold mine at max level is very good and worth spending all the gold you can on early. Yuna, the goblin maid, is diligent. Green crystals can give inhabitants diligence so it's worth occasionally dumping a few dozen into an inhabitant to try to get diligent - but it can downgrade weapon skills so be careful with your main defenders.

If you start having issues with infighting, set up stages and invite the angry folks to court - watching someone dance increases relation with the dancer, so you can let them passively entertain eachother to improve relations.

(4 edits)

I've been chasing the black screen battle bug for a bit and think I found the cause, shared my findings with the dev - it has to do with carrying people in court that don't have permission to be in court. When you leave the court while carrying someone, you will return to court with them. The problem is that if they don't have permission to be in court, when you return to court and they get warped without being called through interaction, the warp onto your shoulder doesn't save their position in management mode. So they get left behind in court instead of warping back. The battle camera averages the positions of the invader and defender to place itself, so their position in the court throws the camera into the void. I think the eating and bathing issue might also be related - they can't navigate to the stockpile or baths because they're trapped in court - but haven't confirmed.

The gist of it is - make sure you drop anyone you're carrying before leaving court and it shouldn't happen, hopefully. You should be able to repro it in a new game by assigning a worker, denying them from court, initiating court interaction, picking them up, leaving court, returning to court, dropping, then leaving again - they disappear from management mode and the black camera bug happens when their tile defends. If you go back to court, they're there but shouldn't be, and immediately navigate into a corner trying to push through the wall

Yup! You can unlock futa visitors, and once you've captured one you can extract their genes to spread the trait across your dungeon

Another itch desktop user! I believe we're a rare breed. I'm hoping they upload straight to itch next update

(1 edit)

this seems to come from carrying people and quitting court - if they're not allowed in court next time you go to court, their position isn't saved but they get warped to court, so they don't go back to management mode when you leave, and the camera gets thrown into the void trying to find the middle point between invader and defender.
Make sure you drop anyone you're carrying before leaving court for now, I shared a possible fix with the dev

this seems to come from leaving court while carrying people who aren't allowed in court - when you load back in court, court doesn't account for the carried player so it doesn't save it's position in management mode, and the camera gets thrown into the void trying to find a middle point between invader and glitched defender on the next battle. I shared what I could with the dev on discord but for now I'd recommend just making sure you drop people before leaving court, especially if they're not allowed in court otherwise.

(1 edit)

Thank you so much for this, god I love a good bug report - I'm also just a fan of the game but decided to try to figure this bug out because a few people reported it but all they could really say was "black combat screen" - your details are what finally got me to figure out how to repro the issue. It's a bug with carrying. I'm not sure if all the steps are necessary but if you disallow someone from court then start an interaction from the character sheet and pick them up from there, then leave court while carrying them, then return to court with the court button and drop them, they end up exactly in the state you described - no longer on the map in management mode, running for the corners in court mode and trying to walk through the wall, and battles with those characters toss the camera into the black void.

Shared what I found with the dev on discord, hopefully it helps them fix it!

Found it - In DungeonOptionsMenu.QuitToMainMenu(), insert 

```
DungeonManager.mode = DungeonManager.DungeonMode.MANAGE;
```

before SceneManager.LoadScene("dgn-menu");

(1 edit)

Thanks for the hint - when in court mode, save and load is disabled. If you quit to main menu from the court, load isn't re-enabled during quit. Should be easy to patch

(2 edits)

Check the properties of the tile you built it on - if it's bad for farming, even fully leveled up it'll round down to 0. I haven't seen it with farms but it happens with crystal mines when on bad mine tiles, who also have a low items-per-tick amount. I'd have to check the code in dnspy but suspect that the malus gets applied to the amount per tick first, then it's rounded to int, then the plus is applied and rounded again - so if the malus brings the base number to 0, 0*n=0

Otherwise, it might just be slow. I was a bit confused at how long it was taking the first time because i didn't notice the tick was longer than gold

Did you figure out what causes the load issue? Like, the steps to get it to happen? I'm not related to the project but could maybe find the offending code and recommend a fix here for the dev if I could repro it (it's pretty easy to modify and recompile the game with dnspy). I would suspect it has to do with having saved or not, or maybe the autosave behavior.

(4 edits)

Was able to implement the idea pretty easily by adding this to Update of DungeonCameraControl, inside the if (this.overviewCamera.gameObject.activeInHierarchy && !DungeonManager.inMenu) using dnspy


```

        if (Input.GetKeyDown(KeyCode.Q))

        {

            this.overviewCamera.RotateAround(this.overviewCamera.position, new Vector3(0f, 1f, 0f), 90f);

            this.overviewFocusOffset = new Vector3(this.overviewFocusOffset.z, this.overviewFocusOffset.y, -this.overviewFocusOffset.x);

        }
```

Seems to behave well through the different camera modes - doing the inverse with KeyCode E would allow rotating in both directions

This game is so much fun, like, the dungeon management and battle parts - obv the adult features are fun too but I spend so much time just playing the game for it's own sake. Would it be possible to add a way to rotate the dungeon view?  I'd like it to be free rotation with mouse right-click and drag but even just a 90deg rotation on Q and E would be great. It's not the most important thing but would be a nice QOL