Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

VeryEasilyConfounded

54
Posts
2
Topics
1
Followers
8
Following
A member registered May 31, 2024

Recent community posts

(6 edits)

Current bugs/issues I've found, as of v1.04:

-only happened once, but the very first time I used the meals menu, the "scrolling" for lack of a better word was EXTREMELY fast, making it near impossible to select the thing I actually wanted to make. Only happened on the first page, and fixed itself when navigating to the intermediate page and then back, never happened again, but hey, it is technically something of note.

-this pretty much won't happen if you're not a complete moron, but I absolutely am, so if you start a run of the turquoise coast and immediately use Sami to swim over to the small island that usually has a chest without first dealing with the crab enemy that spawns right by the starting area, then that crab will hit you upon attempting to swim back to shore, knocking you back into the water and rendering you unable to move, forcing you to reload to your last save. Again, will not happen if you're not a dipshit, but it's a softlock so I thought I'd bring it up.

-Pretty sure the combat tutorial said that you're supposed to use Q/E to swap between a character's selected ability, but uh... I couldn't get it to work. Ever. I also tried using 1/2 just in case and that didn't work either, so I don't really know how you're supposed to swap. Might just be an idiot as previously established, but if anyone can tell me if I'm doing something wrong, it'd be appreciated. EDIT: welp, can't rightly recall what buttons the tutorial said to press, but A/D work just fine. Again, I may be stupid.

-Like the guy below me said, upon finding the hidden scene in turquoise coast, the art from that scene can stay stuck on the screen. This unfortunately will persist when traveling to new areas, and sticks around even after closing the game if you saved after it happens. Not sure how to undo it yet aside from simply loading a save from before you find the scene. Edit: you can fix it by running into town, going into Gigi's lair, into the side room you unlock after doing Luci's side quest, and looking at the mysterious book. If, by chance, you haven't done that quest before encountering this issue, however... you may be outta luck. Seems like if you just put a different instance of art up, it'll override the old one. It's just kinda hard to navigate to the new trigger with the old one blocking most of your view.

-This one might be a feature and not a bug but I have no idea. Characters leveling up does work, but the vast majority of enemies don't give any experience. It seems like only the ones with ranged attacks give xp, which makes progress very, very slow. As in, double-digit expedition counts just to get characters to level 2, let alone anything beyond that. It's not crazy important, but I do like the combat, it just feels like the amount of time to get a single level is a bit much. If it is an intentional feature, maybe consider allowing more enemies to give xp, but restrict it so only the currently active character gets the credit instead of both members of the party? I dunno if that's even possible, honestly.

Gotta say, the 0.27 update was fantastic. Plenty of interaction with a lot of characters besides just the main crew, good fights in the mainline that are challenging without being clench-worthy, with optional fights that are real rough rides while still being possible if you fight smart. And of course, the rewards for those optional fights are phenomenal. (The loot from the Jesus fight in particular is incredible, which is fitting for how hard you get hit in that fight.) My favorite scene was probably Wires's Rancid Ass-venture, not only for the comedy (by the lorde, front-facing Wires is unnerving), but also the moments where the character shines through the mask. Verdict: good shit, thank fuck everybody took a shower afterwards.

Great stuff, looking forward to the next update whenever it's done cooking. Gameplay, story, and characters are all super fun.

Minor issues I found: 

-when using Sami's swim ability, if you immediately try to go back where you just were, you can often end up walking straight off the dock instead of swimming back properly. Not exactly game-breaking, but still something of note.

-as another commenter mentioned, scenes with lots of pictures can slow the game way, WAY down. The side-mission stealth section had a bit of that, but where I really saw it was in the mainline quest during Luci's cannon-loading minigame (Luci really can't catch a break from the lag, huh?) presumably due to the arrows for that minigame being considered entities in need of loading... or something, I'm not a game dev. Either way, that scene was supposed to be a tight timer, and it progressed at an absolute crawl.

-during dinnertime, sometimes you'll be kicked from the table long before your patron is full, having to re-initiate dialogue to continue the feeding, and sometimes you won't be kicked even after they've surpassed their cap and thus shouldn't be able to feed them any more. Hasn't happened to me yet with Mina, happened pretty often with Luci, and haven't tested enough to see if it happens with Sami. Notably I recall being on the beach every time it happened with Luci.

Honestly I'm not entirely sure how the max-rank-up thing works, but from what I can tell, you can either focus on belly to boost just that way beyond the usual for a bloat run, the other two for an hourglass run, all three equally to just push from tier B to A normally, but after reaching either bloated, hourglass, or A tier elasticity, you can't go any further without popping unless you happen to have any cowbell item in your inventory, which can turn A tier into "Cowloon", which is the biggest tier I've found (albeit it has the drawback of requiring the lactation curse to be applied which typically means imminent popping). I kinda wish there was an S tier or something like that, but I don't think there is.

Managed to reach the end, pretty good stuff in my opinion, even if it is still in the earlier stages. I will say, it would be amazing if there was a storage system that could be implemented for items you want to keep around, but not necessarily on Yuki at all times. For example, high-level cursed items like the pump shoes are both rare and very fun, so I'd like to keep them, but when I'm going for a run where I don't plan on popping in room 1 or 2, I don't really want 'em doing their thing at that exact moment. Also, does anyone know what the shiny balloon fragment artifact does? It's the only artifact I've got so far that doesn't actually have a description that lists any effects. (And on that matter, I'm not certain the "spin the wheel" room is supposed to be able to drop artifacts, and I got both the balloon fragment and the idol artifact from the wheel, so do tell if that's not intended.)

(1 edit)

I'm aware a ton of others have already mentioned it, but yes, getting to the elves and speaking to the one in front of the castle to pick up the quest for the corrupted tree mother will functionally softlock you: the file for the tree mother fails to load, and prevents you from leaving to any other area.

On a different note, a bug that I'm not certain is a bug and not just an unfinished segment: speaking to the neko twins after finishing the pyramid (Nala and Naya I think?) has them give you a quest menu with some very fancy names on it, but most of them are just duplicates of Riley's supply order "quests" from the Lakeview guild, while the first and last quests on the list are different, with the first one having them tell you to talk to a dude with a turban who can't be interacted with, and the last one just closing the menu when clicked on with no dialogue whatsoever. Again, not sure if that is a bug or just unfinished.

Last thing: a ton of quests you can pick up will just never leave your quest journal even after you've ostensibly finished them, while there's also a ton of neat interactions or great items that you can completely miss if you just forget to talk to somebody or give someone something that wasn't listed in a quest, which just feels a little bad, and while I know that making a quest for every single last "go fetch/kill/do this" request is a pain in the ass, cleaning up the questlist's functionality so you can remember what you have or haven't done, who you do or don't need to remember to talk to would be nice. I get that the fortuneteller succubus is mainly for leading you to people you can add to the mansion, but maybe you could add a similar NPC for minor sidequests that a player may have missed, just a kind of "hey in __ location, there's someone who still has something for you to do" without making you do a loop of the entire game trying to see what you have or haven't hit would be fantastic. Also, a few quests that ended up at the bottom of the pile of "pretty sure this is done and I just can't get rid of it" were written in Spanish, despite everything around them being english, so I assume that's unintentional.

(2 edits)

Found another couple of odd things: firstly, in the character info section, Tammy's card is completely blank. Or at least, it can appear blank, not sure if it's just on my end. Second, when taking the "meditation" card as your reward at the end of a floor, it will sometimes hurt you instead of heal you. Had it happen while playing as Pi with Zac as supporter in the forest dungeon, in case that helps narrow anything down. I suspect it happens when you take it while already at full health. Edit: found one more thing, the YCH supporter, intended to be unlocked by beating haunted mansion using Ziul, was unlocked for me just by selecting Ziul while on the screen to go into the haunted mansion, so, it gave it to me for free without ever setting foot inside.

(1 edit)

Not certain if this is a known issue or not, but as of version 1.2, taking Rexery as your supporter on any character with the calm trait, then also taking the Eating Exp skill will give 2 exp per item consumed as I assume is intended, but the popup on the board will show "0 exp" being granted. Extremely minor visual inconsistency that doesn't actually harm the experience, but hey, still technically a bug, so I figured I'd say something. Oh, and when clicking on the haunted mansion dungeon, it will sometimes say you're entering the frozen dungeon instead. Haven't actually tried going in yet so unsure if it's also purely visual or if it really does reroute you to the wrong dungeon, will update later.

Far as I could tell? Yyyyyyyyyyyep, save's bricked. Sorry 'bout it.

Aye, question: I noticed there's a "voices" option in the settings, apparently enabled by default (though it's under a section labelled "skip" so I'm not sure if that means there are or aren't voices by default?), but regardless of if it's enabled or disabled, there doesn't seem to be any voice-overs. Is it only for certain scenes which I just haven't reached yet, or is it an option that doesn't have functionality yet?

(1 edit)

Just found this and tried it for the first time. Pretty good stuff! A small introductory tutorial might not go amiss once you get to the finishing touches stage of this project, but after a few games you get the hang of things even without a tutorial. There's a couple minor glitches like event squares sometimes giving you "new explorers" that you already have and that don't unlock from being physically found (I can't be sure but I think I once got an unlock message for Scott, who's, y'know, the default? Another time I got a repeat of Ziul who is supposed to be an achievement character, not one you find), and I'm not sure if it's intended but occasionally when the "sudden dark hole" event is triggered, a random space will get replaced with a food item. And sometimes in the menus, the game will crash when you click on a button and something fails to load. But aside from those teensy imperfections, this is a really well-made game that's clearly had a lot of love put into it, and I'm looking forward to any updates in the future!

Found something that probably wasn't supposed to happen: went into the final fight, of course the mind control mechanic kicked in, first on Pro which was quickly dealt with, but on the same turn that Clara got snagged, I dealt enough damage to win the fight outright, notably before getting the mind-control off, which resulted in her keeping the mind-controlled status effect after the fight was over, preventing Clara from participating in any future battle. Not sure how to get rid of it.

(1 edit)

Not certain if I'm just being ultra smoothbrained here, but in the mainline quest in the desert mountain area, I'm doin the slab puzzles and one of them has a textbox bit where you're supposed to put in a name. Fairly certain the name is Ramses. But the box is already filled with "Password" and I can't delete the existing entry, plus hitting literally any button besides the OK button just makes an error sound. Anyone know how to fix that?

Edit: upon further experimentation, mashing escape worked. Not sure why that button functioned instead of backspace, but hey, it's a solution.

Thanks for the tips, and turns out I did manage to beat it. All you gotta do is (like you mentioned) get as much food capacity as possible, but then instead of dealing with the enemies in the boss room, just haul ass over to the right side of the room, only eating enemies when they are in your way and would prevent you from moving forward. Then just find the boss, eat it, and you win. Thus, much like you were saying, the difference between victory and defeat is basically just RNG.

Got any advice for floor 5 specifically, the first boss floor? I've tried my best to use the rest of your advice but that floor ends my runs quite consistently, since there's just way too many enemies. Is there a way to make the fake sack near the starting room into a normal sack or something?

Just got this error almost as soon as I opened the game. Cracked open a save, realized I accidentally hit the wrong one, quit, hit the right one this time, got the error before the loading screen even showed up.


Assertion failed: InPos >= 0 && InPos <= TotalSizeOrMaxInt64IfNotReady() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 7451] 

Bad position in FAsyncArchive::Seek. Filename:../../../GrowthRPG/Content/Maps/Final/FinalOverworld.uexp InPos:665218881, Size:299074372

0x00007ffbee36fe4c KERNELBASE.dll!UnknownFunction []

0x00007ff69999c416 GrowthRPG.exe!UnknownFunction []

0x00007ff6999a02e8 GrowthRPG.exe!UnknownFunction []

0x00007ff6996f6f5d GrowthRPG.exe!UnknownFunction []

0x00007ff699659d45 GrowthRPG.exe!UnknownFunction []

0x00007ff69965b4b0 GrowthRPG.exe!UnknownFunction []

0x00007ff69ef0e66d GrowthRPG.exe!UnknownFunction []

0x00007ff699adbce9 GrowthRPG.exe!UnknownFunction []

0x00007ff699b3ac6a GrowthRPG.exe!UnknownFunction []

0x00007ff699b38b38 GrowthRPG.exe!UnknownFunction []

0x00007ff699d6c592 GrowthRPG.exe!UnknownFunction []

0x00007ff699d6c7c5 GrowthRPG.exe!UnknownFunction []

0x00007ff699b3aac9 GrowthRPG.exe!UnknownFunction []

0x00007ff699b38b38 GrowthRPG.exe!UnknownFunction []

0x00007ff699d6c592 GrowthRPG.exe!UnknownFunction []

0x00007ff699d2ca0d GrowthRPG.exe!UnknownFunction []

0x00007ff699d6c7c5 GrowthRPG.exe!UnknownFunction []

0x00007ff699b3aac9 GrowthRPG.exe!UnknownFunction []

0x00007ff699cc6ffe GrowthRPG.exe!UnknownFunction []

0x00007ff699cc4a03 GrowthRPG.exe!UnknownFunction []

0x00007ff699cc4870 GrowthRPG.exe!UnknownFunction []

0x00007ff69d3845af GrowthRPG.exe!UnknownFunction []

0x00007ff699a9e0e4 GrowthRPG.exe!UnknownFunction []

0x00007ff699ac5f30 GrowthRPG.exe!UnknownFunction []

0x00007ff699a78e38 GrowthRPG.exe!UnknownFunction []

0x00007ff699ac302b GrowthRPG.exe!UnknownFunction []

0x00007ff699ae5b9b GrowthRPG.exe!UnknownFunction []

0x00007ff699ae3482 GrowthRPG.exe!UnknownFunction []

0x00007ff699aaebcc GrowthRPG.exe!UnknownFunction []

0x00007ff699b0f9cf GrowthRPG.exe!UnknownFunction []

0x00007ff699da1e8c GrowthRPG.exe!UnknownFunction []

0x00007ff699da17e0 GrowthRPG.exe!UnknownFunction []

0x00007ff69da6c44e GrowthRPG.exe!UnknownFunction []

0x00007ff69da1e232 GrowthRPG.exe!UnknownFunction []

0x00007ff69da8c3f8 GrowthRPG.exe!UnknownFunction []

0x00007ff69d124b1c GrowthRPG.exe!UnknownFunction []

0x00007ff698229f04 GrowthRPG.exe!UnknownFunction []

0x00007ff69824077f GrowthRPG.exe!UnknownFunction []

0x00007ff69824084a GrowthRPG.exe!UnknownFunction []

0x00007ff698242c4c GrowthRPG.exe!UnknownFunction []

0x00007ff698254494 GrowthRPG.exe!UnknownFunction []

0x00007ff69ec7ae6e GrowthRPG.exe!UnknownFunction []

0x00007ffbf042257d KERNEL32.DLL!UnknownFunction []

0x00007ffbf0e4af08 ntdll.dll!UnknownFunction []

Aye, that did the trick. Things were pretty simple from there, though now I'm a bit worried about consequences yet to come...

I may be stupid, but I picked up the cursed cartridge, broke something I probably shouldn't have the first time I played it until I got the "you don't feel like playing anymore" message which I assume is the intended outcome of touching that thing, and now a couple days later I got a brand new something in the status effects list that says "I know you're there." The only action I can take that does anything is going to work which drains energy but does nothing else, and going to the closet to "Finish the game." But iunno how to finish the game. I got the user retrieval device, and I smacked it in the teleporter, which appears in the closet, buuuuut... after that I'm lost. Help? Can't even pretend the curse doesn't exist since trying to advance time or sleep through the day is not an option.

(1 edit)

Assertion failed: GetFName() == NAME_None [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBase.cpp] [Line: 130] 

0x00007ffbf182fabc KERNELBASE.dll!UnknownFunction []

0x00007ff6c8b1c416 GrowthRPG.exe!UnknownFunction []

0x00007ff6c8b202e8 GrowthRPG.exe!UnknownFunction []

0x00007ff6c8876f5d GrowthRPG.exe!UnknownFunction []

0x00007ff6c87d9d45 GrowthRPG.exe!UnknownFunction []

0x00007ff6c87db4b0 GrowthRPG.exe!UnknownFunction []

0x00007ff6c8eff815 GrowthRPG.exe!UnknownFunction []

0x00007ff6cbd6f503 GrowthRPG.exe!UnknownFunction []

0x00007ff6c8dffcdc GrowthRPG.exe!UnknownFunction []

0x00007ff6c8cf8022 GrowthRPG.exe!UnknownFunction []

0x00007ff6c8cf85f6 GrowthRPG.exe!UnknownFunction []

0x00007ff6ccba233e GrowthRPG.exe!UnknownFunction []

0x00007ff6cc45a238 GrowthRPG.exe!UnknownFunction []

0x00007ff6cc2a4c3e GrowthRPG.exe!UnknownFunction []

0x00007ff6c73a9f04 GrowthRPG.exe!UnknownFunction []

0x00007ff6c73c077f GrowthRPG.exe!UnknownFunction []

0x00007ff6c73c084a GrowthRPG.exe!UnknownFunction []

0x00007ff6c73c2c4c GrowthRPG.exe!UnknownFunction []

0x00007ff6c73d4494 GrowthRPG.exe!UnknownFunction []

0x00007ff6cddfae6e GrowthRPG.exe!UnknownFunction []

0x00007ffbf2c8257d KERNEL32.DLL!UnknownFunction []

0x00007ffbf43eaf28 ntdll.dll!UnknownFunction []

As of 6.4, this error still shows up completely at random. Using the gc.CollectGarbageEveryFrame 1 command seems to fix it, although doing so gives a nonzero chance of causing a fatal error (no error message beyond "Fatal Error!") every time you defeat an enemy in combat. For now, I've not been bothering with the garbage collection command, as the fatal error shows up way faster than the line 130 one does.

Unrelated, but using the grow from beginning/show off button while your character has a dick, but has the scaling on it turned way down (I had it happen at 0.03) can cause a loop where it tries to grow nonstop but doesn't appear to do anything. This loop only stops when you start moving, and starts again once you sit still. Breaking the loop only happened once I started a fight.

Just mentioning it here is usually good enough. Might wanna check the changelogs for the patreon version (since it's one ahead) to make sure that you aren't bringing up an issue that's fixed in there though.

Far as I've heard, you need a lot of muscle and size. Don't know the exact numbers, and I'm fairly certain that trying to use potions or buffs to get it ahead of schedule doesn't work, and may or may not break things if you try it.

Question: how do you get both endings? I've finished while at max reputation (or at least, as close to it as I can feasibly get, usually exactly one customer slips away on the last day), I've tried bottoming out rep, I've finished while below half rep, and two of those three things gave me the same ending while the third did nothing.

Question: is there a quest I gotta do before I can pull the sword outta the stone? I had over 2500 in both muscle and size when I tried, which is what somebody else said you had to have to pull it out, but I was still "too small and weak".

Yea, I totally get that, and I do admit that you've got a point when it comes to certain enemies getting comically large way faster than you. I think I just kinda ignore it since I spent a good long while farming to get 10000 sacrificed points in all of the stats, and having all of the skill upgrades I wanted makes a HUGE difference. Namely the Dodgy trait that makes you impossible to damage for four hits and Thick Thighs Save Lives which makes you literally unkillable twice over. Having those, alongside rapidly regenerating health, block, AP, and a little passive size growth just for the hell of it, it makes even some truly massive enemies do absolutely nothing as long as they don't use debuffs too much. Though honestly I could never tell the difference between any of the ego bet levels. Does doing the highest one make your opponent attack more often, grow faster, or just use particular moves more frequently or something?

Aight, so take this with a grain of salt, since I dunno if you're playing with active combat on, which in my opinion is way harder than passive, which is what I play on since I don't have a mouse and it makes things simpler.

Weaponry in this game scales hard with whatever stats affect them, but they are not made equal. Notably, the ranking (D, C, B, A, or S) determines how much damage you get from a weapon if you have a lot of points in the corresponding stat. Furthermore, not all stats are made equal. Bust, as a prime example, gives you tons of AP to play with, and lets you hit enemies with the wrath of god after using massive buffs and potentially even stealing growth from your enemies... but if you get hit, which is likely since bust doesn't make you fast, you get flattened at an impressive pace. On the flipside, legs builds let you go first and take twice as many turns as your opponent, along with dodging attacks, but if for whatever reason your opponent can debuff you, withstand your attacks, or is just plain too big, you get squashed. (Thankfully the Bard's Beak weapon from the blacksmith deals unholy amounts of damage and has an attack that seems to ignore armor, and starts at B-rank scaling I think? It's a lil insane.) With all that said, if you're finding enemies to be inordinately difficult, try switching up your loadout. I'm currently at 50 in every stat except for legs, which I cranked to 300, but I can take down the boss rats in the sewer up to floor 25, and those things are huge.

Also, I highly recommend unlocking as many things in the ability trees as you can, as soon as you can. The bust tree in particular has some crazy boosts, and I've heard that the Step skill from the size tree can win fights like nothin else if you're running a size build.

Thought I'd mention that Intensify, while very good at producing hilariously oversized opponents, is actually a skill that cranks up the values on any buffs both you and your opponent have. Thus, if you give yourself a buff right at the start of the fight (might I suggest putting ranks into the Jumpstart skill in the bust tree, it's very useful), then even if you encounter an opponent who spams intensify, they're basically doing you a favor.

I will admit that armor, proper block-providing armor that isn't either the weighted set or the leather leggings, is hard to use after you level any respectable amount. But that's kind of the point, I think: you start out super squishy and thus need all the help you can get with just surviving fights, which armor does for you. But once you get bigger, you rely much more on buffs and modifiers than armor to win fights, since 30 extra block from a maxed-out armor piece can be removed rather quickly by... well, most opponents honestly.

Lastly, yea starting a fight while there's a second potential opponent right next to the person you're fighting can break things pretty easy. I once had an issue where I got put into a second fight immediately after exiting the first one, and upon winning that one, was unable to walk, move the camera, interact with anything, or do anything at all besides open the menu to quit the game. Not any of the levelling or inventory menus, just the one that pops up when you hit escape. Watch out for that.

Had a similar issue with repeated crashes, pretty sure it was that exact error message as well every time, tried inputting that command and went on a dungeon run in the facade zone. Went pretty well for about three floors before I crashed, but the message just said "Fatal error!" and nothin else. So... it's different errors I guess? Notably it crashed right as I was landing an attack in combat so maybe it was just unlucky.

For the demo, it seems like sometimes you can see the guard's vision cone fading in, but most times you can't see it at all. Also, might be nice to see which guards still have donuts on 'em without having to clock everybody out again to double check. Other than those lil nitpicks, very very cool stuff, will likely put my 10 into the kickstarter once I've gotten myself more gainfully employed than I am currently.

Y'should just be able to hit the "read more" line right under the prompt at the top, and that'll summon a "run anyway" button at the bottom. Lotta itch games will want you to do that.

Aye, question: when I transfer old saves to a new version, i.e. 6.2 to 6.3, I just copy-paste the saves folder from the old version into the new one, which does transfer the saves, but even though I'm opening the 6.3 version, the saves are listed as still being in 6.2, and I'm unsure if they actually run on 6.3. Is there any way to force them to update or transfer versions or something?

(1 edit)

I may be stupid, but just after getting Fress to join the party, they mentioned visiting someone (think the name was Adipe?) up in some mountains somewhere, but... I dunno where those actually are, don't think there were ever any explicit directions. West is the shady part of town, east is the beach, north is the mage's guild, and south is obviously the exit to town, but trying to leave that way has Phage say "I should " and then back off. Am lost, please assist this directionally challenged fool.

Edit: turns out I am definitely stupid, the exit was literally right outside the mage's guild on the left. Ran over there when it was closed earlier, just assumed it was still closed for some reason. On a completely separate note, how do the attunements work? I used one but it didn't visibly do anything, nor did it consume the item in the attunement section.

behold the stats! for some reason trying to take a screenshot without the taskbar at the bottom would render the image unable to save, but the health total was 517 if that matters. As for scaling, everything was set to 1 except for legs, which got turned waaaaay down to 0.29, and booty, which was all but minimized. In hindsight (ha, hind) booty probably didn't matter for purposes of getting unstuck, but it was kinda hard to see past it considering the leg size.

Aye, that did the trick. Interestingly enough, despite having over 700 in bust, size, and legs, legs was the only one I needed to turn down to get things working, though I did turn everything down while testing to see that teleporting while having dramatically oversized legs does in fact shunt you a lil further into the ground with each teleport. But hey, it's fixable!

Got a problem: used one of the save points to fast travel to the uptown area just before the bandit boss, but for some reason I got stuck in that spot and couldn't go anywhere. Tried teleporting to the town square, same deal, couldn't move more than a half-inch away from the save point. Ported back, still stuck. Then ported one more time to the facade dungeon entrance, fell through the floor into the abyss. Quit, tried porting somewhere else, turns out no matter where I go, trying to get unstuck will send me through the ground. Anyone got advice on how to fix this, or do I have to say goodbye to the save? If it helps, I'd just eaten like 18 of the fruits from the botanist lady so I was pretty big, maybe that broke something?

I encountered that as well, but only when I fled a fight, and it fixed once I quit the game session and came back.

(2 edits)

Found a bug(?), maybe two. Firstly, when killing boss enemies with special drops (i.e. the giant rat with their key to the first-floor sewer door, major bosses with superior ability crystals, etc) if you quit without saving after beating them, they can effectively be registered as "defeated" even though you didn't save, and thus won't spawn again, though their drops will be removed from your inventory as you didn't save with those. With that said, does anyone know the code to spawn in the orange and black dragon-lookin champion, Champion Miko I think it was? As for the second potential bug, the aforementioned champion enemy would frequently spawn in front of the alchemist's shop in town blocking the door, along with another npc named Sahara who had default dialogue, and it feels like neither of them were meant to show up there.

Edit: speaking of the giant rat, or rather the Unusually Large rats that replace her once you beat her, if you target any of the supporting rats that they bring to the fight, the ULRat will gain a significant amount of size when they (the supporters) die, even though there doesn't seem to be any skills activating. I'd assume it's something like the Grow on Defeat ability, but it doesn't show anything like that proccing. Might be because I'm fighting in passive combat rather than active, but iunno, thought it was worth mentioning in case that isn't supposed to happen.

Edit 2: okay, so it was Champion Maki, not Miko, but either way it just turns out that her spawn conditions are as unknowable and unpredictable as my sleep schedule. Again, for how massive she is, spawning directly in front of the apothecarist's shop door in the starting zone feels very much unintended.

Two questions: firstly, is your base cocknballs size determined by your max ego, and if so, is there a way to tone that thing down without losing a ton of fights? I've got over a hundred and fifty points in legs, yet my entire lower half is still swallowed by balls. Second: the weight stat is obviously influenced by many things, whether it's weighted armor pieces, size, or most obviously fat, but I don't actually know what having high vs low weight does. Anyone know the answers?

(1 edit)

Okay, I may be extremely stupid, but a problem I ran into while messing with settings was that selecting fullscreen would make the game's window so wide that the setting to undo my actions would be off the screen and thus unreachable. Might be something with just my terrible hardware, might be something that can be observed elsewhere. Current attempts to fix the issue by deleting the saved settings did not prove fruitful, so I'm gonna check if deleting the whole-ass game folder and reinstalling, then pasting the copied save back in does the trick. Will update with results. Update: somethin went wrong and I had to start the save from scratch, but I did get the screen to finally be the right size, so there's that.

Yeesh, I was planning on doing that at some point just to see what the last perk is, never got around to it. You remember what it was?

Iunno if it's supposed to be quite that powerful, but I got similar results when using divine lance on basically anything other than the dragon isles final fight. The skill hits like a bus, which is probably why it has a 5-ish turn cooldown between uses. Also, as far as balance goes, I wouldn't worry about it. Even without going to the debug room and getting cheat weapons, it is braindead easy to make every combat encounter a cakewalk: Just get the growth spurt crystal, stand next to a save point, spam the growth ability to get seeds until you run out of mana, hit the save to refresh your mana, repeat until you have several hundred seeds, go to temple and crank devotion on a party member of your choice, then equip the crystal that gives devoted strike on that party member. Congratulations, you can now deal upwards of 800 damage with your basic attack on every single turn with that party member.