Post any bugs and issues you encounter here – I'll try to fix them ASAP!
Thanks for the feedback! I tried to replicate the issue, but couldn't. Does it happen every time you're on the Academy screen, or was it only once? (normally, you should get a brief, randomised description of people, pets etc. you see in the Main Hall in place of "$enteringacademy")
EDIT: I've finally managed to locate and fix the bug with "$enteringacademy" :)
It happened once in Queen Valarisa quest on my first visit there (I was a battle mage if that matters at all). It never happened again.
Also, I would be grateful for an easy mode someday. Those fights are fierce :D
Oh, and one more thing - I feel the need thank you once again for making Lux. I keep remembering about that game, and it has a permanent spot in both my heart and mind. Every time I see a new upload from you I hope for another text adventure like Lux or Chuck :)
At the start of the fight with the lich in the Necromancers folly, I don't remember exactly what he said but it was along the lines of " With your power, I can get back at the inhabitance of <noInput>" or something like that. Sorry but I don't remember exactly what.
Also, this game is amazing. I expected a short, hour-long play type game that would be enjoyable but not particularly memorable. Instead, I got a fully developed game with multiple stories, characters, and possibilities that I would have been willing to pay for if it had cost money.
I noticed 2 small bugs in Coral City and one probably unclosed tag for if you follow a wisp.
first, if you go to the Amphitheater and examine the building, you are kicked to the Split Island.
second, the second time you get to 3 arches, there is an unclosed <span> tag.
I also found about 4 or 5 minor typos. I'm not sure how best to present them.
I wouldn't have found these bugs if I weren't so interested in the game!
The wisp graphics are attached.
Thanks for reporting the issues! Another player also found the Amphitheater bug and the <span> tag at Three Arches, and I've already updated the game to fix that. Are you playing the most recent version?
I'll fix the wisp issue in the next update.
As for the typos, you can simply copy and paste the sentences in question, and I'll locate them using the search function of the Twine editor.
Also a few minor typos.
When examining Living Crossbow: "When the user's MP if full" if -> is
"Finally, the serpents gives up the chase." serpents -> serpent
"Let's move on, Splayername." when hiring Cassie -> $playername
Line break stuff: "You contemplate the view for a long time" in the snowfield, and also when Hjafnir offers to join you.


More stuff (I really should get to the other games in this comp!) -- I hope this isn't too much of a deluge, because again I've enjoyed exploring a lot in the game.
All this is seen from the latest itch.io webpage for the game as of noon central.
There's stray debug text when gambling:

"Contimie" appears instead of "Continue" in an abandoned building so you can search/replace for that (touch typing?) Similarly, Sprit of the Mist appears instead of Spirit--I forget where I saw it but you can replace it in the source.
And should "a ball lightning" be "a ball of lightning" or "a lightning ball"?
There is also an odd bug with item prices. Here a new trader should have 45, 135, etc., and a battle mage should have 50, 150, etc. But it is reversed. This doesn't happen all the time, and I suspect it is related to how , or how often, a player re-rolls to start.
Trader:
Non-trader: (this occurred even at the start of the game)

Again, the latest build was used.
And one final report for the day ... hope this isn't too much to deal with! This is more like a small feature request.
Once you've bought all the mage spells, should we have different text? Everything's functionally okay, but maybe a "we taught you all you could learn" as for when you learn a 3rd skill would be appropriate. Here's what I see after buying all spells. (Also, could/should "back" be detailed as "back to the main hall?"

Thanks for catching all these issues! Especially the one with prices. I added the option to re-roll class only at the last minute, on a suggestion from a tester, and forgot to run the code that calculates prices when you do that... It's working properly now.
I fixed the typos and the gambling test message as well.
You're right about learning spells, there should be a different message once you've learned all of them. I'll look into this in a future update (I'm out of town for the weekend now, working on a borrowed laptop, and the Twine editor lags a lot, unlike on my desktop PC, so I'm leaving bigger changes for later. Luckily, the worst bug, the one with the prices, was a quick and easy fix!)
Trivia with verb tense:

Is it worth putting in conditional text to say something like "The Enchanter will help you repair the compass <if renown < 5>when you reach<else><now you've reached> 5 renown." once the player that level?
More typo trivia:
The Avatar of Doom sends dozens of (crystals spikes) -> crystal spikes (3 places in source)
The Goliath (attack) with its claws -> (attacks) (2 places in source)
I noticed two off-by-one errors during a playthrough.
1. Golem's core/sculptor bug: If the sculptor asks for 3 golem's cores, and you have 2, they take them, and you have -1 golem's cores.
The culprit here is an if-then statement that says >= 2 instead of > 2 or >= 3. (search for "3 golem cores")
2. Levitation potion bug: At the yellow pillar, if you have only one levitation potion, it doesn't ask if you want to use one.
The culprit here is an if-then statement saying "if levitation > 1" which should be ">= 1" (assuming you aren't forcing the player to save their only potion for later e.g. floating to the top of the spire)
Thanks! I fixed both these issues (they were serious enough to justify an update during the Comp). With the golem cores, for a long time you only needed 2 (same as with the other items the sculptor may need). I changed it to 3 at some point, because they are easier to get than soul shards and wyvern teeth, but I missed that one line of the code...
This is a small bug related to what the player knows.

"You must learn where the Queen's golden harp is, and retrieve it." is technically incorrect once the mer-folk have offered you their goods. So maybe "You know the mer-folk merchants have the Queen's golden harp for sale, but it is expensive!" (or something)
Some stuff about the devourer fight:
The text for "one slimed goblin" should have a period after it. Though an alternate solution is to take the "left." from "$enemyhealcharges slimed goblins left." and put " left." outside the if statement.

Would it also be possible to make the "burn a slimed goblin" text conditional, e.g. it disappears once they're all gone? It might be too much to check if you *can* burn a slimed goblin (functions in Twine are tricky from what I understand) but another if statement as in
<<if $enemy.name == "Spirit of the Mist" && $mistnameunlocked != true>>\
And finally, can the specialplayeraction for the devourer be conditional? When one goblin is left it'd be a neat touch to say "Burn the final slimed goblin" instead of "Burn one of the slimed goblins".
That was a bunch of good catches and suggestions! I fixed the issue with the crown - now you have to defeat the enemy before you can grab it. I added a new state to the Journal once the player has seen the Queen's Harp among the merfolks' wares. The link for burning slimed goblins now disappears after you've burned the last of them. I fixed the wording with "one goblin left" too. I didn't change the link text to "burn the last goblin", though - I agree it would sound better, but the link text is pulled straight from the enemy object, so changing this would require a lot of fiddling.
While fixing the Devourer stuff, I also realised another issue - if you escaped from that fight after burning some goblins, then re-entered combat, the number of goblins would be reset back to 5. This is now fixed - once you've burned a goblin, it's gone for good.
Verifying your other bug fixes, I found a few new ones. They're getting more abstruse, which is of course a good sign.
In this one, the Arch-Lich will keep fighting if you're poisoned and knock it to 0 HP, even if you kill it good and dead. In the screenshot below, it had 15 HP the previous round. So the volley would put it at -28 and I think the 10HP boost wouldn't get it back to zero.
This would make for an interesting puzzle to make the Arch-Lich harder to kill so you may want that. But I didn't see anything in the codex to indicate that. I suppose this could be resolved either by noting this in the codex, checking for the total net hit points, or cutting combat off and saying the arch-lich is dead if you hit 0 HP, before the check for poison regeneration.

This is a feature request for a convenience to tell the player the location of the Enchanter and Witch, if they know it, on the front page of the Journal. The Journal mentions a lot of other locations. So "The Enchanter" would become "The Enchanter of Swan Island" -- I'm pretty sure this would happen all the time. Though there may be a case where you're told the Enchanter is worth looking for before you find him.
I think I've seen something similar with the Witch--it might be worth a check, too.

