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Virtua Sinner

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A member registered Aug 11, 2018 · View creator page →

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Huh.  I'll add it to the "keep my eye on" pile of things.  I hate when that pile grows because it really means, "There might be a bug here but I can't figure it out without more data."  Thank you for bringing it to my attention!

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I'll look again.  Shoot...  I'm going over the code again and again and not finding anything.  No matter how it comes to the spell (spell, scroll, wand, Mask of Dreams or Astral Key), if successful it creates the portal, according to the code.  In fact, at the point in time it puts the vortex on the map, it hasn't even checked to see how you cast the spell yet.  When you use Mask of Dreams, it comes to the spell with a variable called "casted" equalling 5.  5 denotes Mask of Dreams for this spell.  But every single outcome, from success, to any of the 7 or 8 ways you can fail, includes a text output dedicated to casted equalling 5.  So I can't see a way you wouldn't get text, unless you adjusted your text prompts setting to Expert (they default to Basic).  At Expert, in this situation, it wouldn't give you any text output, but even then, if the spell was successful, the vortex would appear, and if it failed, the word "Fail" would scroll above your character icon.  Is there any chance you adjusted this setting between when you cast the spell, receiving the fail notification and when you cast it later and got no text?

For the Soul Guide Lantern, I've simply changed its text to read "Each time you personally kill a monster" instead of "each time you kill a monster" to avoid confusion

Hmmm... the mask of dreams I don't get.  At least in so far as vortexes are concerned.  It's beholden to the same restrictions as the Open Dimensional Portal spell now (only even possible on 33% of maps) but it literally casts the spell when used and I can't see any flaw with its reporting.  Is it possible it's triggering one of its other effects and reporting nothing there?  I'm assuming you're hearing the dimensional portal sound and seeing the magical effect to clue you into which effect is triggering?  I'm confounded at the moment.

I'll look into em!  Thanks!

Blue Mold I can definitely tackle.  I'll do that right now, as I continue to try to track down another bug involving the Thorn Sleep Curse.  Not sure what do with the Magic Item Merchant, though I can note it.  Interestingly, I also encountered a bug with a Magic Item Merchant today - released him from a cage and he was in every way normal, except he sold Weapons instead of Magic Items.  Dunno what to do with that, either!

Thank you!

Thank you!  I will look into it!

Thank you!  Please continue to relay anything you find :)

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Cheers to you!

Alright, I looked at this, and found a place to consolidate the code that should address, if it was for sure an issue (and not just incredibly bad luck).  Not gonna lie, I got distracted while implementing, and there's a slim chance I screwed something up in this new implementation, but it should be fixed now...

Okay final verdict, because my previous idea on how to address it was needlessly complex.  Here's the nerfing of the spell as it will appear in the upcoming patch notes:

The Open Dimensional Portal spell (and all Rods/Scrolls/Magic Items that can cast it) have been nerfed, because it was proven to be the single most abusable spell in the game. Previously it had a 50% chance of creating a Vortex in your square. It retains this probability, but crucially, it will only function on 33% of maps. On 67% of maps, the spell will always fail, and the player casting the spell will never be told if the spell failed because of the 50% chance or because it’s 100% impossible on this map. All of these rules are spelled out explicitly in the query of the Spell or any Object that can cast it.  

Alright, for Infernal Strike, or any related type of Event that blocks a spell type from being cast, it sets a flag in a string called spelltypeblocked.  My gut says that flag isn't getting removed, and when I checked the logical spot to remove it (a function called startnewlevel()) I was right.  However, it WAS allegedly being removed in maze() (the function that designs procedural maps) as well as in the function that loads the maps for any Legendary Lands you enter.  I can't think of a way that a new level could start without first either designing a new map in maze() or loading a new legendary land, so it feels to me like the flag resets SHOULD have been happening.  I've moved that code now into startnewlevel() which gets called every time you go to a new map, no matter what type of map that is.  Logically, having the small code there should fix the flags, but logically they also should have been fixed before...  so, we'll have to see if this does it or not.

Regarding the Trainers and Taskmaster, it seems they're not properly initialized as a result of the Legendary Land (as opposed to be placed randomly).  I've added in a catch in this land alone that sweeps through and assigns random skills to be trained to the Trainers, and 6 Lessons to any Taskmasters, so hopefully that solves that.  Still looking into the Infernal Strike situation.

I'll look at it!

You're right!  The following line was inside an else statement, so unreachable to the Earthquake event:

if ((space[youx][youy] != MAP_TEMPLE) && (space[youx][youy] != MAP_STAIRS))

                         space[youx][youy] = MAP_RUBBLE;

The else has been removed.  Thank you!

Alright, right now what I'm leaning towards (not settled on yet) is the following:  A) It can only be cast a maximum of 3 times per level.  B) Each casting lowers the odds of success - first casting remains 50%, second lowers to 30%, third to 10%.  C) We'll add a third option for where it can take you: 2 dungeon levels down.  This will make it less of a guaranteed success, and add a little danger...  I'll likely keep the Pantosian Miracle (Other Worlds?  Is that what it's called?) that does the same thing  as Open Dimensional Portal did as is, without increasing its cost, because it's a strong draw to worshipping Pantos, and Faith expenditure isn't as absuable as Spell Points, since they don't regenerate with each new map entered.

Yeah, I just looked in the code.  If it triggers, then it just treats it as if you were using a melee weapon for all Bonus Strength aspects, including Violence.

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I officially, 100% fixed this error today after encountering it myself.  Same error existed in the Curdled Brews event.  I must have been wrong in my earlier assessment of repair.  Thanks again for spotting!

I will give it thought.  Could also add a consequence to failure - right now it's a 50% chance to work, but what if on the other 50% something bad happens (psychic damage?  A monster comes through?)  I dunno...  I will mull...

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Holy crap!  That is an insane score!

I do know certain spells can be abusable, and I am always striving for balance.  I do shift Spell Point costs as one method, regularly.  The miracle Call Yorick's Trunk used to cost 100 Faith, and now costs 300 Faith, as an example.  So I'll definitely look closer at the spells you've highlighted.  I don't like anything heavy handed like "only once per level", though I would consider it if I absolutely couldn't think of another way to keep the game from getting too wonky.  Maybe just making those spells even more rare to find might be an answer.

Likely they won't be modified before the next update in a month or so, as I've already got my hands full trying to wrap up the other new additions and changes over the holidays, but I will look closer at them.

Congratulations!  Absolutely the highest score I have ever seen! 

Congrats!  (And literally?  Like you fought him with a Jagged Rock or a Pebble?  Or perhaps used the Stone Fling spell?)

Hahaha.  Yeah, there are rare circumstances that play with the level by converting all of X to Y.  What is it?  Mist?  Permanent Smoke?  Poison Gas?

I thought you were legit reporting an error!  Nice accomplishment reaching Character Level 30 on Dungeon Level 1!

It would be possible, but I don't want to.  They're inherently hard for you to see, unless you have some means of detection.

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Fixed!  (Same would have been true (but for a coincidental and completely different reason) for the High Power version, Summon Hero, too!)  Thanks for drawing my attention to it!

Will fix!  Thanks!

Here's the changes for this

- If a permanently Charmed or Summoned Giant Fly creates a Giant Maggot, that Giant Maggot will be permanently Charmed.

- If a monster is capable of spawning a new monster of its type on death (like a Canis Demon), the resulting monster will spawn as Summoned if the dying monster was permanently Charmed or Summoned.

- If a permanently Charmed or Summoned monster summons another monster, the resulting monster will spawn as Summoned. (This applies to monsters like Hobgoblin Overlords or Talltiowardan Centaurs, for instance).

Interesting.  Had never considered that.  Lemme think about it.

Hmmm...  Sounds more like it was the potion.  I do have this in my notes from just over a year ago:


THINGS TO WATCH OUT FOR:

Oct. 5, 2024 - Found a Befouled Potion of no type. This MAY have been fixed.

As you noted, this is a rare glitch that has impacted your inventory.  I don't have a basis for tracking it down, though, unless you can supply any insight as to what happened immediately prior...  or perhaps what the powerful weapon was exactly.  Could be the weapon is glitched, or could something transpired in game that either corrupted the inventory or (more likely) corrupted the game's memory in general such that it impacts your inventory in this way.

Hahahaha!  This I can fix!

This one I'm aware of.  It may or may not be spawning - might be that they're moved there after spawning...  Haven't really tracked down why yet.

Ah, interesting because when SETTING a trap, if your INT is higher than 290 it treats it as 290.  Explicitly.  Apparently this was part of the standard Booby Trap when I created it, and at some point I decided to remove that restriction, so remmed it out.  But it's not remmed out in the trap setting portion.  I'll make it so, now.  That's a super obscure oversight bug!  You had only a 1 in 30 chance of detecting it with your INT being what it was, and no chance of ever detecting it if your INT was less than 300.  Thank you!

Wow!  That is legit the highest score I've seen!  My personal best is 811560 with a Level 51 Male Viean Minotaur Explorer.  Well done

It means it hasn't loaded the graphic.  Not sure why, though.  Just checked on my end and the graphic is where it's supposed to be and the loading code is correct.  Not a clue.  Does it continue if you quit the game entirely and then load?

It is right.  If you had 30 Int, then your chance to avoid = 30/300, or 10%.  If you had 300+ your chance to avoid would be 100%.

You mean it still prompts to see if you want to go through?  I'll look at it!  Thanks!

There’s a cap to how many monsters can be on a level (I think 50).  A few Legendary Lands are at that cap from the get go.

Fixed

Thanks!  Will fix!