Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Zitta

201
Posts
1
Topics
403
Followers
5
Following
A member registered Jul 16, 2018 · View creator page →

Creator of

Recent community posts

Yeeeah...This is a known bug in the demo, the problem happens when numbers got so big that small differences got ignored. Like, the game can't tell the difference between 5.36E+0.3 and (5.36E+0.3 - 5), therefore the game is thinking the palisade should reduce all damage instead of "reduce all but 5 points of damage" :(

We have a mac build on steam, but it's not notarized so we didn't say the game has mac support. But if you buy the game on steam, you should be able to download it and play it on your mac.

Yes. At this point we are done with the demo version of the game, since it's now less than a month away from the game's full release (shhh...)

Notes! I'll try and see if I can replicate this

There's a limitation that the game can only remove 1 follower each second, so if you reroll faster than once every 5 seconds, some of the card will not be removed in time, just hidden. The game will eventually catch on and remove all the hidden cards, although that'll take a while, so in the next few depth the game will become pretty slow. I'll probably find a way to solve this by full release, although it's not at top priority atm.

Distributing really high stats is another bug fixed during steam playtest. But unfortunately we decided to only update itch build after next fest is over, so that we don't undermine our next fest performance :( The content and fixed will eventually get here

Scene transition time will get its own speed option in the full release for sure!

Ohh.........you are absolutely right

In the playtest build witch is nerfed to only protect adjacent enemies but not herself! When the playtest is done we'll implement the changes to demo and itch

The windows standalone build here is no longer up to date :( Right now we are only updating the web build and steam demo. The standalone build sort of broke when we implemented the steam API so right now the standalone build is right before we put the game on steam :(

(1 edit)

16.75 Hotfix:

  • Slightly changed aspects spawn rate between first and second hunt
  • Fixed Archivist's function and description not matching

16.76 Hotfix (I'm sorry):

  • The game will now remember your sound settings
  • Fixed an unfinished relic modifier showing up by mistake

"Combat traits" refers to each follower's special abilities. Simply changing stats won't count!

Appreciate the feedback! For fast-forward, we can make this a toggle in the settings if a lot of people make the request? But ideally I hope that the x3 speed option, or maybe changing it to x4 speed will be fast enough for before endless mode; even in subsequent playthrough, we still want the game to cleanly shows how each follower acts and synergies together, and in my opinion fast forward is pretty bad with that. But I totally get the complain.

Yeah there are definitely cases when nothing in the shop is useful to a build, however it is intentional that potions are not very common so that there isn't always a "easy choice" to take. We have been trying to solve this issue by reworking the super niche followers and adding more stuff that don't take up a follower or aspect slot but are also more interesting than potions. We also do have plans for making those early game-only followers (like wanderer and sentinel) more scalable in late games. It's not to buff them directly, since I do think there is a reason for those type of followers to exist, but hopefully it'll be a mechanic that give people more reason to pick them!

Yep! It's fixed in the new update!

Yep! Unfortunately on the current build there is a bug that'll freeze the game when the 51st follower attacks or is attacked. We already made the fix and will push it with the next update!

The plan is to port it onto Mac sometimes before steam release!

Yes this is a bug. Already fixed in engine but in the current build herald trait doesn't scale raven's damage

I haven't get to it yet but there's definitely some bugs on recruit effects interacting with looper/injector.

As for the lag, I wonder if it's because the game will only delete 1 card every second; with that much rerolls and fast forwarded combat, maybe the game is generating more cards than it can delete and causing the lag hmmm...

It works!

Very solid feedback! Although it's intentional that start combat/continue/skip has a different style than the other buttons, maybe we can gives it an animation on the border to make them more button-y!

Unfortunately familiar don't stack :( we don't have the technology to prevent infinite loop if they do stack

Ah, it's endless maze causing balancing nightmares again!

Fracturing a dragoon to another follower should properly give them 4 trait slots, although having 2 dragoon traits on the same follower won't stack. That's because the wording of dragoon's trait is supposed to be [4] [additional traits] rather than [4 additional] [traits]; sadly we haven't found a better wording for it yet :(

Wow this is such a rare occurrence! Nice catch! Will make palisade self destruct if all others are dead

It could be that summoning a lot of stuff caused scrolling, and scrolling then messed up the script that reset follower position after combat. Will try to see if I can recreate it!

(1 edit)

That's not a bug! Dancer will make the templar attack in place of the dancer, rather than giving the templar an extra turn; therefore, because dancer can only attack once, templar will only attack once as well despite they can attack twice on their own turn!

And if the dancer has charging aspect, they will make whoever behind them attack twice!

Agreed! Hopefully factions will be able to mitigate a bit of that

Hmmm that sounds really strange...was the dancer changing position on every fight or it only happened once?

It'll only trigger when a follower's combat traits (the text that shows up when you click on them) are changed! Such as when an aspect or birthing stone is used on them

You can use right click to order them!

You could! Use right click!

Got it! You are right about artificer: it's not a variable and we are just making new followers for artificered versions. It's really easy to miss stuff here and there!

Hmmm it shouldn't be..I'll investigate!

Correct! The only exception is that it also doesn't work on other artificer

That's intended! Summons has anti-synergy with random buff, although often there are things you can do to circumvent it (i.e. make sure sanctuary triggers before anything is summoned!)

Appreciate the report! That's super weird (especially considering the code is replacing the original trait text with a different version of the text with (triggered) at the end, rather than just adding "(triggered)" at the end...) And I assume you also used a birthing stone to change the injector's implicit trait before the second time its artificer trait is (maybe) triggered?

The intention is that normal run is like a tutorial, and the "real" game is in reliquary or endless mode!

Very soon \o/ (sorry but that's all I can say)

Turns out artificer-ed lightkeeper is not set up correctly. Appreciate the report!

Official 10x speed next update \o/

That's likely integer overflow. So when the duelist's life exceed 4,294,967,295 it'll become -4,294,967,295 instead and instantly killing duelist. It's definitely not intended but it's a interesting and somewhat amusing interaction, and it'll be tons of trouble to fix so we decided to leave it for now!

hehehe if only you know the lore for both of them...