For some reason whenever I choose the option to train with someone, my game crashes
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.