You can report any bugs you find here, or you can just comment below the latest blog post.
Try to explain your problem as best you can and also attach a picture showing the bug / error code if possible. Thanks in advance.
Stacks over 99 are not fully visible during selling.
Learning skills should increase money in the shop rather than making silver vanish
ofcourse > of course
suicede > suicide
them . > them.
the higher circles> the higher circles
more... Simple way > more... simple way
situacion > situation
your self > yourself
Besides. He preffers > besides, he prefers
child. Is > child is
admiting > admitting
unerstanding > understanding
Fare well > Farawell
More typos
forrests > forests
Hello. Playername > Hello, Playername
Some > Come
Georg > George
I> I've
everytime > every time
them selves > themselves
are > I
Resisted > resisted
arive > arrive
actualy > actually
thats > that's
begining > beginning
Thats > That's
Well. I'm > Well, i'm
deffinitely > definitely
againts > against
basicaly > basically
surendered > surrendered
basicaly > basically
Thats > That's
So... What > So... what
The skill shop gold thing is something I wanted to do for a long time, but I was never in the "right" mood. I finished the system for transfering moeny from skills into shops few minutes ago. Now I just have tu put it into all the right places. I will also look into the 99 number thing.
As for te typos, I think it's high time to adress them. I decided to dedicate the month of november to fixing as much of the dialogue I can. Not only the typos, but entire sentences or topics need to be fixed or improved. Thanks for posting these.
I still have places to visit, so bug report will be even longer.
Major bug: Working in the church will crash the game.
Minor bug: Clay and pliers have no icons and descriptions.
More typos
Gods > God's
leaderes > leaders
stonefrom > stone from
hapiness > happiness
than > then
painfull > painful
suroundings > surroundings
What > what
naturaly > naturally
zacharias > Zacharias
actualy > actually
killed > kill
sence > sense
That's > that's
Magic > magic
Oposite > Opposite
Probably > probably
ofcourse > of course
imune > immune
How > how
Atleast > At least
your self > yourself
ofcourse > of course
Money transfer between skill training and normal trading is finished. Numbers of owned items in the shop now show properly. Crash has been fixed and unused items have been removed from traders. I will go through some of the text and try to rewrite it. I will release new version in a few hours. Thanks again for those long reports.
Talking to Kobold shopkeeper will crash the game if you talk to him immediately after befriending kobolds.
More typos
Non > non
lets > let's
reatarded > retarded
sence > sense
suposed > supposed
Sorry > sorry
Bigger > bigger
Ofcourse > of course
You > you
appearaning > appearing
suposed >supposed
What > what
Why nobody > Why did nobody
Well > well
Koblods > Kobolds
AndI > And I
nort > north
Yes > yes
Anyone > anyone
That's > that's
Why > why
sence > sense
Healing was fixed in .5, but it worked only for new saves since I forgot to turn on item reset for that version. I fixed that for 0.23.6, but it is also possible that there is something else wrong. Be sure to tell if it still doesn't work. Zacharias should be fixed, same with the bunkers. I will fix Zacharias remaining on the map even when you recruit him tomorrow.
Transfered my save files (23.4) to the new version (24) after last time saving it the first time I went inside the Monolith cave, the one after giving the Blood stone. I give the Blood stone with Roman, Valdemar, and Marcus. They all disappeared because of the Monolith gate cutscene but only Marcus truly disappeared. The others just go back to their previous location. I tried to find Marcus from the map point there's no one here.
Edit: I tried to reload the save file from before i give the Blood stone and dismiss all of my party member, checked that both before and after I give the Blood stone if Marcus was there and he did. At least now I can continue playing peacefully.
Found a bug~!
Tried to hangout with Helena but somehow I ended up with Billy, the NPC chat sprite is Helena but the NPC's name and ingame sprite is BIlly.
Oh I also found a bug that when you drink a beer you got a notif with +35 mood and -1 wellness, but after i checked my mood it only increased from -60 to -50 which is only 10 mood.
Should i delete old images? it will make this page load much faster.
Buying all recipes from Tadeas doesn't teach you how to make movement speed potion
Entering cutscene about murdering kobolds near Billy's house on bike will cause you to enter state where you are on bike, but use normal sprite and move at normal speed.
Trees continue being bane of every RPGM gamedev.
That might be a good idea. You can also try to put images on external site like imgur and just post links there.
Speed potion is a special case. There is an even that happens in the northern forest area in the first two months. If you get there, you find the potion recipe. If you miss the event, Tadeas will start selling the potion, but not the recipe.
I will check the cutscene
And those trees should be fixed. I released new version with your previous bugs like an hour ago.
Aw, kinda hoping no one would talk about the bike part. It's kinda a useful bug lol. You can also recruit companion while on the bugged bike but still can't enter caves and go to stairs. It's basically speed potion but you can't go to some places.
Got a bug with the poison quest. I sold the poisoned beer for 20k silvers but still tried to report it to the mayor and it worked. Maybe it's not a bug but the Mayor is just stupid enough to believe me without any evidence. They really should changed their Mayor as fast as possible. Now I have 20k silvers and completed the quest...maybe?
Bugs:
John keeps reappearing after finishing the final 'baby steps' quest, whenever you leave map and enter again, he is back.
Using F12 to return to menu and reloading a save crashes the game, not that big a deal though.
Sometimes opening Mr White's shop makes the game crash, fixed in game by visiting another shopkeeper beforehand.
I don't think I see any problems. I tried to raise cooking to 30, created an imprint and started new game. I went to the cave, loaded an imprint and my farming skill changed from 1 to 30. I could learn all skills that require farming 30, my work success chance was higher and my training chance was lower. Everything woked as intended.
When you finish the game and unlock imprints, the game will save the stats of the character you finished the game with. When you start new game, you can use the imprint machine to replace your new characters stats with the stats of the old character. They don't add together, they get replaced. Imprints store both the physical atributes and skill stats, but not the skills and recipes you learn from NPCs. This means that training will be less effective depending on the stats you have gained from imprinting.
If the file says incompatible on the loading screen, then that's intentional. I checked some changelogs and there were couple of big changes between version 24 and 28. The unlocks and settings should work fine, so you can overwrite the old version with the new. Old saves won't work, but unlocks will stay.
Not really. But if you downloaded new version and overwriten the old without realising that your old saves would be incompatible, then you can download one of the older version and finish your old save on that older version. After that, you can download the new version again and overwrite you old version. Your old saves won't work, but you already finished the game on the older version.
Hello! I got some notes, but I don't know if they are still relevant for 29.0
hunger potion doesn't work or it conflicts with "big stomach" trait
I don't get humanoid meat from kobold warriors and leaders
Trait "sickly" is too op. 3 trait points for -2 wellness each week. $_$
I don't know how hard it is to code but please consider adding mouse input so people could play with one hand only
maybe "wasd" input instead of arrows and memory of last turn (helps with grind)
Thanks for reporting.
Fixed the hunger potion
Kobold warriors and leaders already drop humanoid meat in 0.29
Traits are still not balanced properly and they will need some adjusting. I will look into it change it if necessary.
As for playing with one hand, you can already do that for the most part, if you have full size keyboard. Num 0 acts as esc and enter is confirm. Only keys that are out of the way are Q and W, but PAGE down and up works just like them. I will try to add proper rebinding into the game at some point though. As for mouse control, this might happen, but not anytime soon.
Last turn memory might also happen, but I don't want to spend too much time on this combat system. I will most likely be replacing it completely sometime in the future. And as for the fullscreen, you can get the exacly same effect by pressing ALT+ENTER. The engine doesn't support any other type of fulscreen anyway.
Got a bug when I tried to harvest my precious potatoes farm, no notification about me getting the potato and no potato in my inventory. I forgot when I planted the seeds so maybe I took too long to harvest it and that caused the bug?
Edit: this is my second harvest, the first planting+harvesting works just fine so idk why it didn't work now
Thanks for reporting this.
It will take me some time to properly fix, but doing this might help you get around that error.
I tried it and it worked for me. Tell me if it does or doesn't work.
I checked and there is a bug that didn't make abomination kills count. I fixed it and I will release new version tomorow.
I don't feel good about you wasting all that time killing them, so I will implement a simple temporary "cheat" menu. I will add a command that will give you 200 abomination kills, so you won't have to go through all that again.
Finishing the game opens the "unlocks" option in the main menu. It looks like this.
It shows you a list of challenges you can try to complete in new save. Doing so unlocks something new, like an outfit, strong weapons or cheats. One of these challenges is to kill 200 abominations. You have only a year to do that (All challenges can be completed only in the first year.) and it takes quite some time to do so and because of that bug, all that time he spent killing them was for nothing. That's why I want to add that temporary cheat, so he can finish the challenge without having to that all over again in the new version.
The bug is fixed, but it still won't count the kills you had on your previous save, so you would have to kill them all over again. It's up to you though.
If you decide to use the "cheat" however, just go to the spot on the screenshot, interact with the picture and input the number you see there. It will give you 210 abomination kills, but nothing more. No XP, no money.
I will release new version in about 10 minutes.
The game asks you if you want to save your characters imprint at the ending section. Doing so saves all your stats and atributes, but not your skills you learned from other NPCs/ Things like basics of hunting and so on.
When you create a new character, go to the secret cave (It's right next to the bridge guard) and use the machine in the top right corner of the cave.
This will replace the stats of your new character with the stats from your old character. Replace is the key word here. It won't add them, it will replace them.
You can also use an imprint, get even stronger, finish the game and save that new imprint. Doing so will make your starting characters become stronger over time.
I think you can apply more states, but similiar states don't stack. For example, if there were two different skills lowering enemy attack by 10% and 20%, then using both of them would simply replace the earlier state. Same goes for damage over time.
I will try to fix burning enemies not showing up in bestiary, but it will take some time.
The Ghoul sometimes still sprinting towards me like in the older version and not walking so idk if that's slow enough. The Ghoul walk slow at first but if I saved and loaded the save when the Ghoul is on the screen or near me it instantly starts sprinting towards me like when that ghoul inside the mineshaft attacked
Ghouls should work like this.
When you enter a cave, a hidden variable will start increasing by 1 every ten seconds. Once it reaches certain number, a ghoul will spawn. You will hear a sound to signalise that.
Ghouls are very slow, but they always know where you are and they will follow you untill you leave the area. Once they get close to you (about three tiles), they make a sound and start sprinting. Killing the ghoul makes it dissapear from that area, but entering it again will make him appear once more.
When you sleep or work, the variable resets and you can enter the caves again without ghouls appearing instantly. Each cave area also needs different value for that variable to spawn ghouls. Outer caves, like the beach cave or the rope cave spawn ghouls after about 100 seconds. Deeper cave, like the one with the bloodstone spawns one after about 50.
Bear in mind that this variable counts for all caves at once. If you spend 100 seconds in the beach cave, the ghoul will spawn. If you kill it and go to another cave right away, the ghoul in that cave will spawn instantly because you spent 100 seconds in the caves in total. Doesn't matter which one.
Ghouls pass through walls, because there is no pathfinding in the game yet. They would get stuck on anything otherwise.
They shouldn't be teleporting though. They only reset their position when you leave and enter the area and they incredibly fast once angered, but should be it. What exacly do you mean by teleporting?
I couldn't replicate ghouls teleporting around. They always spawned on one spot and then started slowly walking towards you. I was switching areas, killing them and leaving areas, passing a week and coming back and they always spawned at the same spot.
Is it a specific location that does that, or some specific action?
My theory is that because of the darkness and the fact that ghouls home on you from the start (They don't have a cone of vission like other enemies. They always know where you are and are always chasing you) makes them look like they are teleporting, which isn't the case when you get rid of the darkness.
Good news.
Holly staff is not needed to make the blood staff, so it is OK that you have both of them now.
I did some testing and blood powers are working "correcly". You just need the right amount of SP / Endurance for the skill to appear. Once you don't have enough sp, it will dissappear from your list.
This is not perfect, so I will fix it to make the skill appear grayed out instead of dissapearing.
That's pretty much what ghouls are about. They walk slowly but once they are close to you, it's pretty much over (Unless you are really overpowered). I did some testing and they work as intended. I waited in a cave for ghoul to spawn at t he oter side of the screen. Once he did, I saved the game, loaded it again and he was still walking because he was not close to me when I did save. Same with using speed potion. He only started sprinting when he was very close.
Fun fact, ghouls have speed 5 when they sprint. Speed potion also gives you speed 5, but because of how enemy movement is handled, you will be slightly faster.
Thats the point. They are very strong and you pretty much have to avoid them, which is not that difficult in most cases, but you will need some practice and plan ahead. Get speed potion and buy a lantern. Drink the potion before you enter the caves and switch speed when necesary. Try to lure the ghoul somewhere where you can slip past it without making it chase you at full speed. If it starts chasing you, switch to full speed, try to escape the map and return again.
If you want to fight them, try befriending Zacharias. He is the strongest NPC you can recruit without having to do anything else. Suong becomes the strongest NPC if you take her with you on the first meeting with Mr. White in the basement.
Again, ghouls are meant to be avoided and caves are meant to be very dangerous. But once you get really strong, they will become a good source of weapon XP, since they respawn forever without having to rest.
Easiest way is to kill kobolds. One group always spawns in the forest area with the ruins and a bear. You can also kill bandits, but these are way too strong to kill alone. Only humanoids killed by the main character count, which means you have to do the last hit. Companions can still deal damage to them.
More kobold groups will spawn as you keep killing, making the entire process easier and faster. Keep in mind that killing humanoids gives you large mood penalty. Picking the psychopath trait removes this penalty, but you can also just use alcohol, drugs or do other mood raising activities. Once you have enough kills, Mr. white will appear near your hideout. You can't miss him.
If the letter to meet at the crossroads occurs on the same day the tailor asks for the cure, it'll be stuck on an infinite loop between the tailor appearing asking for help and the crossroads letter dialogue.
Edit: I'm guessing the fix for this is to have a conditional check after the crossroads letter dialogue for the current weeks remaining (to see if it's time for the tailor cure quest), and defer the scene transition until after tailor finishes asking for help (a conditional check on that dialogue to see if the crossroad's scene is active - may need to set an additional boolean variable to track this in this situation). Maybe just add a little extra bit of dialogue after that exchange indicating something like "ok, better go to this meeting". Alternatively, maybe have it simply postpone the crossroad's letter event until after the tailor cure quest week.
there's something weird about Helena's skin condition
I've finished first annual having 101 relationship
but I got nothing in "unlock" menu
what are the conditions for job endings? like science, farmer etc.
does it conflict with assassin's job?
do kobold leaders, warriors count as humanoid since bestiary says they're simply mutants unlike regular kobolds?
Billy's shotgun reloads 1 shell per reload action idk if it's intentional just weird
I've tested various rifles on abomination brute and turns out svd and sks suck
consume 2 bullets and output very little damage for that cost
you're better off with using kobold cannon for everyone and AT rifle for tough targets
some equipment don't show stat change except def value even in "status" menu
the only way to find out is through training menu then it shows true values in the menu I mean
There was a typo in the condition check for the outfit from Helena. I fixed it. You will have to get the ending again if you still have the save and it will work now.
Job endings are governed by your highest stat. If you have cooking 10 and everything else below 10, you will get the chef ending. Assassin job is different, because it takes priority over ordinary jobs. So if you kill 150+ humanoids, you will get the assassin ending even if your science skill is 500.
Just to make something clear, this ending system is temporary and in no way perfect, but there is not enough content in the game right now to make proper endings. This will change in the future ofcourse.
do kobold leaders, warriors count as humanoid
Yes. I simply forgot to fill that part of the bestiary out for them. Will be fixed in new version.
Billy's shotgun reloads 1 shell per reload action
This is intentional. Weapons with magazines get reloaded to full in one action. Weapons like mosin nagant or pump action shotguns get reloaded one cartridge at a time.
svd and sks suck
I will be buffing ranged weapons in the future, since they are underpowered compared to melee weapons, especialy for stronger characters.
That said, I want to make single fire weapons cost effective and multi-shot weapons stronger but less cost effective.
For example, Mosin and SKS use same ammunition. Mosin has 140 ATK and SKS has 220 ATK while using two bullets at a time. Obviously, SKS is less cost effective, because two shots with mosin will do more damage per bullet. However, SKS will deal more damage in less amount of time at the cost of more ammunition being used. This makes it useful for rich characters who can deal with the ammo cost, while mosin is good if you are short on ammunition. In that regard, SKS is blatantly better because it does more damage, which means fights end faster and thus less oportunities for your enemies to hurt you.
Anti-tank rifle is an endgame weapon which is supposed to be much stronger than anything else in the game, so it is not really comparable to other firearms. It uses same ammunition as SKS, because I don't want to create realistic ammo items for all the weapons. There would be way too many ammunition types if I did. That said, I will be adding some more ammo types, like RPG rockets, grenades or anti-tank bullets.
some equipment don't show stat change except def value even in "status" menu
This is partialy intentional. In the past, I gave some weapons bonuses to agi or dex to simulate them being more accurate, or faster firing. It doesn't really work like that right now, but the stats are still there and they affect some things like training. I will remove those stats and add a proper accuracy and speed properties to them instead.
I don't know if this was patched already as I'm currently on 0.28.2 version, but sometimes cutscenes will break my character's sprint function, and it will take another cutscene to happen so my character can properly sprint again, and it would be nice to get a confirmation window for skipping cutscenes since I tend to press the menu button a lot on instinct and it also is used to skip cutscenes entirely, skipping even the choice part of them like the concubine event, straight up deleting the event from existence, so I don't even know if pressing the menu button to skip cutscenes is intentional or not.
Also to join the militia I apparently need Riverstone citizenship, how do I obtain that?
It seems there is one cutscene that messes things up. I tried skipping some of them and none broke the sprinting. Concubine cutscene was also skipping properly (First skip put you right before the choice, second skipped the rest. Skipping while selecting the answer was impossible). I will try and search for the broblem towards the end of the week, but if you could remember which cutscene broke sprinting, that would make things much easier for me.
Pause button for cutscenes is something I plan to do in the upcoming days. The whole cutscene skipping system is not great so I will try to improve it too.
You get the citizenship by finishing a simple quest. Talk to Billy about delivering the letter and after that about higher circles. Go to riverstone and go to the mayors house.
Edit.:
The cutscene that might have broken sprinting probably was the one where you meet the german general for the first time. Tell me if you find another one.
Also, I managed to make pausing cutscenes work. Will need more testing to make sure everything works correctly.
Yes! It was the german general cutscene, but I also believe it broke as well on the cutscene Suong and her Grandson are talking about weapons and you have to pick a side on the weapon debate, though I am not sure if it was that one cutscene or another one, but I 100% remember it breaking twice during the story, but yeah the german general was definitely one of the cutscenes that broke sprinting. I'll try to figure out which was the other cutscene breaking the sprinting if it doesn't turn out to be Suong's and Georg's, thanks for the citizenship guide btw.
Also, why does the main menu turn so creepy after you beat the game once holy crap, from soviet colony theme to something straight out of a horror game! And that ominous "The city is waiting" which I don't understand the meaning of quite yet.
You are right. I went through all the cutscenes and the general and Suong ones were missing a line of code. I fixed and I also implemented the pausing and then skiping. I will release new patch tomorrow.
As for the menu, this will be tied to the story (Once I get more of it implemented). I also want to make subsequent playthroughs more different. Basicaly there will be more event's, enemies or dungeons that won't be there on your first playthrough. The Red city will be the part that will differ the most.
I found another cutscene that breaks sprinting on my replay, when the 2 generals meet and agree to find Mr. White, with the pause function you added it becomes a lot easier to figure out which cutscenes are breaking, because once you are done with them opening the menu also opens the cutscene menu like if you were still in the cutscene, and I managed to bypass the glitch by reloading through auto save and just skipping the cutscene before it ends.
That's pretty much the end game for now. You can do the dungeon and get the metal, power source and syringe. Metal is used when you want to train with him. which will raise your stats by a lot. Power source allows you to reset your traits you picked at the start of the game and pick new ones. And syringe raises your stats and mutates you. He also sells quite a few weapons you can't get anywhere else. You can give him the Ichor canisters you can find in the caves to get minor passive bonuses.
Pretty much. Now you can try unlock new outfits and cheats, get different endings and explore the rest of the map.
You can also try and fight Mr. White by talking to the purple guy who stands near the Riverstone Inn. You can fight him multiple times and he will be a little stronger each time.
You can raise relationship with him, but it doesn't really do anything right now, since he doesn't offer you any jobs and there are no events tied to it.
Thanks, I will fix that and release new patch, probably today or tomorrow.
In the meantime, if you ever encounter error like that in the future, you can trick the game to still work. Create the folder structure like in the error message and put blank PNG file with size above 4x4 pixels named "01_Dress08.png" in there. (Sinathir 0.29.5/Graphics/Characters/Equipment/01_Dress08.png) The equipment won't display correcly, but the game should run. Same goes for any other missing asset, like sound files. Just put something with the proper name in the propper directory and the game will run.
Happens to the best of us! It is working properly now thank you!
I got the special name after the 20 Warden kills and I got some answers that confirm what I was suspecting, but holy crap does it creates a ton of new questions... This is probably the biggest lore reveal currently in the game, and was worth the grind to kill White 20 times, is it planned to have the special character impact in certain story decisions? And more importantly...
HEAVY SPOILER ALERT TO ANYONE ELSE READING IT
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Is the custodian transformation item going to affect cutscenes and the appearance of the character in the sprite? Custodians apparently have black eyes(and do not age) so I was wondering how characters like the General would react if he saw you as a custodian on the first encounter, the whole full Custodian transformation really could change things up. It actually reminds me of Undertale, when naming yourself with the true name of the character you control, it enabled a (incomplete) Hard mode where things got really rough for the player.
-----------------------------------------------------------------------
Also what is the current age cap for the body growth of the character?
Glad you like it. As I said, the custodian mode is unfinished but should give you a taste of what's to come. There will be exclusive cutscenes and other story moments. The intention is to make playing through that mode different depending on "when" or "if" you use the item.
As for the special item, it only stops you aging for now, but I'm currently working on the main character sprite rework. Once that's done, using the infusion will slowly alter your appearance. The generals and other people will recognize who you really are and will act on it.
All of that is not finished yet and will take some time to add, since there are way more pressing things I need to work on.
Also, last age sprite is for age 17. Full game will end once you reach age 18 (Game ending after the first year right now is only temporary), so there is no need for more sprites. I MIGHT make more sprites for the post game, like one for reaching age 30 or 60, but I don't think that is necessary right now.
The game can be played with some controlers, so I want the tutorials to include keys for both the keyboard and a controler. The tutorial text actualy says:
You can switch between walking and running by pressing "R" key (W, PAGE DOWN).
Which is fine and intended. I want to add a system that detects if you are using your keyboard or a gamepad so I can make the game show only the keys you will actualy need.
The area around Markus' house has 3 wolves but the battle only has 2.
You mean the area with the ruins and a shrine? I was experimenting with that encounter when I was making it. You start fighting one dog, the second one will come before you even get a turn. The third one will appear slightly later.
The idea was to make enemies come at you with slight delay and if you kill them too quickly, the ones that didn't arive yet decided to run away. It's not great though, especialy when you want to actualy kill them all and you have to skip several turns for all of them to appear. I will change that. They will act like any other group encounter in the next version.
I'm recruiting people into my party and the game is acting like I'm calling them (I don't even have a radio) and am saying I am at 0.
I think I found the problem. Fixed the issue.
Don't think this is a bug, but I definitely don't think it's intentional.
I'm not sure I see what's wrong.
If you mean being able to use party member skills by pressing Q and W in the menu, that is intentional, just not comunicated to the player.
Ghouls have Noclip enabled. They're already nearly impossible to spot first in the darkness, and now this BS. You can't even fight them without being stupidly overpowered. I'm also still getting a mood penalty from killing animals despite having killed 50+. Great Coordination Lv.1 increased my max wellness level to 10 despite not having taken the perk.
Ghouls are supposed to be the game over enemies for majority of the game. Player should only be in the caves for a short amount of time and when you hear the growl, you know it's time to leave quickly. Noclip is a workaround, because the engine has no pathfinding and this is a simple temporary fix. Ghouls will be worked on more in the future. One simple solution to make them slighly easier to deal with is to make them glow a little in the dark, so you can see them coming.
Animal killing no longer affects the mood loss. Morality now does. Once your morality goes to -10, you should stop getting mood penalties for killing animals. Morality can be lowered by killing humanoids or animals.
I checked and I don't see any reason why great coordination should affect wellness. Is there something else you did before you noticed the wellness increase? Joining the church increases wellness for example.
Legitimately cannot find it, even zoomed in. Are they meant to appear after only three room transitions? It made getting the Fire Bloodstone far more difficult than it would have been otherwise. On the topic of Ghouls, consider renaming them Wraiths due to their ability to walk through walls as well as putting them on the front layer so they aren't obscured by the terrain.
It's not perfectly visible, but you can see the red glow moving while in game. But I can adjust it and make it more visible no problem. My goal is to just give a hint that something is there, not to make them light up like a lightbulb.
This is how it looks when I increase the brightness
Their ability to walk through walls is just a placeholder until I get some form of pathfinding working. Without that, they would be completely useless and not dangerous at all. Once that happens, they will walk around obstacles like you would expect them to.
Yeah. That dialogue is very old. It's from a time when the game only tracked number of battles and not actual enemies killed or their type. There are more things like this in the game that I will have to change at some point.
There is a trait with the same name that you get at -100 morality, which allows you to get meat from humanoid enemies.
Not sure if this is a bug, but I cant seem to be able to farm. I go to the box, the UI for planting appears, then I press z or spacebar and nothing happens. I already managed to plant 1 potato seed somehow, but I cant replicate it.
Edit: I have managed to find the way to farm. Still, it would be great if the game had a guide where one could check even after the tutorial/tip appears.
There should be a popup that appears above your head when you open the box that says "press shift". I will check if it's still there later today.
But yes, the entire learning experience will have to be redone. Tutorial will be split into multiple sections that you can start or play again whenever you like and I will add a screen explaining key mechanics just in case the player forgets them.
Another thing that would be extremely helpful is a "crafting list" of sorts, to know what objects require what skills, crafting tables, and requirements to be made. For example, how the hell does one make nails? Yes, I know its probably pretty easy and i'm dumb for not figuring it out, but in a game so complex like yours, people will most definitely miss stuff like this. If there was this list, then I would be able to see what skill and crafting table is needed to make them to begin with.
I don't see any reason why not. The game already has a bestiary. Having similiar system for items seems reasonable.
I feel like right now, most crafting recipes make sence, since there is not that many of them. The nails for example, can be bought from a blacksmith and he also teaches you how to make them. Said blacksmith also has every crafting station he needs. Furnace for smelting ore outside his house and an anvil to make items out of metal.
Same goes for most crafts. Farmer has a seed bench and he and the hunter also have an oven. Machinist has a lathe and the herbalist has an alchemy table.
It might seem overwhelming at the start and the lack of explanation and tutorials doesn't really make things better, but the world is not that big and you will find all crucial trainers and crafting stations quite quickly.
Just saw a new veresion coming out, but since I just beat 0.37.3. yesterday here I'll report some bugs seem to have near the end.
Once after the choices and leaving Mr.s White's bunker, multiple maps no longer scroll.
Seem choosing different characters get different maps stuck, one has the church map stuck while another one works.
The bug inherits to a new game. When going to the cut scene where player meets Helena and the priest, nothing happens and the player is stuck at that map.
Also curious how to get the new game bonus inheriting character imprint mentioned when beating the game. When starting a new game, the character now has 6 attribute points to spend but cannot find the other features mentioned.
I couldn't replicate the map getting stuck. I will need more help with that one.
Answering atleast some of these should make it easier for me to track this one down.
As for the bonuses, start a new game and go to the area with the bridge guard. There should be a new cave entrace near him. There you will find all bonuses you unlocked.
Thanks for the reply, hint for new game+ and the game.
It happens after the trio walks out of bunker, then following them once out that first map (I think that map has a lizardman is there guarding a car battery one) has scrolling disabled, but fast travel still works. However fast travel to church if I choose Suong has church map stuck too, so I chose the Russian and had the game finished.
The game doesn't freeze, just the character can walk out of screen not transferring to different map (or trigger event in new game), turn off the game still has the bug. I didn't skip any cut scene.
There (Mr. House place) I think I also noticed something different. When pressing esc (or q, not very sure), an extra menu hud would appear from the regular one iirc. Seem to get different color and texts. It looks like the tutorial hints if I remember correctly.
Should I upload the save somewhere?
When you leave the bunker with the others, there should be another cutscene where you talk with the russian general again. Does it trigger?
Anyway, nothing wrong with sending me the save files. You can send it to my e-mail: quentin11284@gmail.com
I think I found the issue. Uploading 37.5 now. Try to go through the cutscene in the bunker again. If everything goes right, you should see new cutscene play after leaving the bunker for the first time. If it still doesn't work, then please send me the save file.
The unlock says : "Finish the game with more than two friends", which means you need atleast three people with relationship above 49. If you had only Suong and Billy as a friend and didn get the unlock, then everything works correctly. If you had more people with relationship of 50 and more, then something is broken. Please check again how many friends you had and if you had 3+, then I will do some digging and see what's wrong.
I will fix the tomato / beet problem. By the way, it's only a visual glitch. The window reports you got beet, but you actualy get tomato as you are supposed to. Thanks for reporting it.
Skills can be used outside of battle by going into the "Skills" section in the menu and pressing Q / W, PGDOWN / PGUP to scroll through your party members. Not all skills are usable outside of combat though.
Heyo, your game is really good!
I found some bugs:
When fighting drunk there's a chance to this happen whrn attacking with a melee weapon
For some reason whenever I use a Speed Potion I use all of them (And still gain only 1 mood)
(Here was suposed to have a link)
And, is possible to go through the wall here
https://clipchamp.com/watch/st76NJ3IsYE
No problem. Take your time with the drunk melee video, I'm going to sleep now anyway.
In the meantime, I fixed the double potion consumption bug and the map collision error. If you find any more spots like that, posting a screenshot will be enough. No need to spend time making a video.
Thanks for reporting those bugs. I will most likely upload new version once I see what the drunk glitch is about and fix it.
The weapon level pre-start boosts are giving 10 levels instead of 5 per stack.
And I found a way too specific bug: If you fast travel at the exact same time a battle will start, you will fast travel and then the battle will start with the battle background of the place where you are now and after the battle ends the game will crash. (Honestly don't know how I pulled this off) The crash mesage also mentions "scenery" or something, I don't remeber clearly.
Is possible to clear the good Kobold Cave using firecrackers, instead of you escaping, the kobolds will disapear
When you skip the introduction you start with no craft points (All crafts, not the skill crafting). And the things get a bit buggy, like, the encounter NPCs appear normally but the bandit for the +1 craft skill appear only the week after.
Also, don't know if it was suposed to happen but the beach cutscene won't happen if someone is on the party.
Well that's a lot of bugs. Good job finding and posting all of them.
Fixed the drunken bug, but it's a placeholder fix. The entire section with combat calculations is a huge mess and I will have to remake it from ground up one day. The crash happened in rare case only when you missed / glanced an attack so for now, you will do 1 damage instead of crashing.
Speedpotion double use was fixed.
Shield had indeed wrong weapon type asigned. I changed them to blunt.
Starting weapon perk bonus has been adjusted.
Fast travel combat crash is something that I think is a quirk of the engine. I had similiar crashes, when the game just hangs when you turn it on and throws some kind of error. This happens like twice a year to me though. Battles taking place after teleporting has the same roots I think. I tried to fix it and I think it worked, but I think it can still happen if you are very, very precise with the timing.
The entire kobold den section is horribly outdated and I will be redoing it once I put the faction system in the game. For now though, I just disabled escaping from these encounters.
Most cutscenes don't happen unless you are alone. They don't have any time limits so you will see them eventualy. This was done simply because adding all dialogue for different combinations of party members you can have would drive me mad.
Alcogone removed the drunk negatives partialy. You can drink again and NPCs don't think you are drunk anymore, but the state still remained on you. I fixed that.
Crafting points at 0 is intentional. Skipping the start puts you at your tent and refusing the tutorial. Doing the tutorial moves you one week forward. That's why your crafting points were filled.
Both chat options for Helena and George have been fixed.
Those dialogue options like "Billy" or "Suong" are not working properly. Most of them have no text or the way you get them is way too obtuse. If I remember correcly, you can get the "Suong" topic by reading the post next to Billy's door when he is visiting her. No NPC will tell you anything about that topic anyway, except maybe the bridge guard.
Again, thanks for all those reports. I will upload new version in about an hour.
Kobolds not respawning was a bug. I fixed it.
Ichor spawns right from the start. When you pick it up, it takes about a month for it to respawn. It has like 4 different spawn locations so it is not always at the same spot. Once it spawns, it stays at its location untill you pick it up so you can't just check one location every week and hope for it to move there.
Skill window will be fixed in next version. Thanks for reporting it.
As for the UI turning gray, I will need more information about that one. Screenshot would be perfect.
There are a few instances where UI turns gray that I know of and all of them are intentional. First instance are screens like building window or work window.
Second instance is the choice or number input window.
Reason for this is simple. I don't have the graphics finished yet.
The last instance is tied to the main quest progression. After finishing one of the dungeons, your UI changes depending on your choice made at the end.
Those are all intentional.
If you mean something else, then please provide a screenshot and I will look into it.
Hello, seeing that the game will get a new update I remembered a bug I forgot to report and some things I don't really know if are a bug but I think are worth to mention:
- The Wolf don't consume the meat to follow you
- You can take Carnivore and Vegan at the same time, don't think it is intended, but seeing this, I thought would be cool to have a quality like ARFID that make you loose mood by simply eating. It would be the same thing as taking the 2 qualities but less contradictory.
- No shotgun boon? (I wouldn't really use, but seeing that shotgun is the only weapon without a pre-start boon)
That's all I remember by now, I was going to play more to se if I find any more bugs but I haven't had much time lately...
(Sorry if something I said in this or my other comments is a bit confuse, english is not my main language, to say some phrases I am using Deepl, please ask for clarification if you don't understand something I tried to say.)
Thanks for reporting those. Wolf and was fixed. Shotgun perk was in the game, but it wasn't showing up because of a typo in the code.
Carnivore and vegan are partialy intentional. I could make them exclusive, but I like the idea of making a character who doesn't like eating pretty much anything.
As for your english, it's fine. I have no trouble understanding what you are trying to say.
Thanks. I found the problem and fixed it (Hopefuly). I will upload new version in about 10 minutes (0.38.2 - beta). Download it and simply overwrite your old game folder with this new one. All your previous saves and unlocks should stay and work. Write again if that fixed the issue or if it's still broken.