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Dapplecap Glade (18+)

An adult settlement management game with turn based battles. · By StickyCorn

Bugs, Suggestions, and Requests Sticky

A topic by StickyCorn created Aug 05, 2024 Views: 513 Replies: 26
Viewing posts 1 to 11
Developer (1 edit)

Found a bug? 

Have something to suggest or request is included in the game?

Let me know here! I can't promise I'll get it fixed / added quickly (as I've quite a bit planned already) but it'll bring it to my attention.

Here is a bug I found. Whenever I would get a new inhabitant, they would be homeless and leave soon even though I would have the correct house for them. The assign house button wouldn't work as well. 

Developer

Ah, thanks for catching that. The houses are supposed to support 2 inhabitants of the correct species each (I should add that information to their tooltip!) so I'll need to check that the slots are filling correctly.

(6 edits)

Can't change the players name it keeps defaulting back to holly every time you enter a battle or reload

also my character just randomly destroy my log pile when he's assigned to lumberjack I think its cause he thinks its a tree

(1 edit)

Suggestion make a way to control the player character with wasd so you can get stuff father away I know you can use the mouse to click spot and make them walk there but I think wasd is more comfortable

Also I'm tryna do a thing where I'm a guy in a village full of woman but the slime keep changing to look like me even when I turned gay content off

I also forgot to mention that sometimes when the MC gets status affected by any way(ex: slime mimic or snake venom) during battles, the game will crash.

somehow i made it so that it crashes every time I open the game I think I need to delete the save but I don't know where it's located

Developer (3 edits) (+1)

Saves should be under Users/<Username>/AppData/Roaming/Dapplecap for the Windows version, and in your web cache for the HTML player.

I've checked and the code for finding resources is indeed identifying the log pile as a tree because it contains wood!

Hmm... I might have the player character have WSAD movement controls and ENTER to interact with resources as per your suggestion, it'd help set them apart from the other inhabitants.

I get what your saying about the slimes. I'll modify their mimic script to account for the filters.

So the bug that happened to the wood pile happens with the stone pile now my guy just mined it

Hey been a while since I checked out the game and I have to say it's coming along nicely I like that map for the combat and I haven't encountered many bugs. The only bugs I did encounter was whenever you set people to chop trees in winter they instead harvest the pine cones even when there gathering skill isn't high enough. As for suggestions on things to add I'd say more customization and hair options for humans as well as making the hair and beard separate for the men so I can use the curly beard with the straight hair. and maybe a crafting system so you can make different amours and weapons for warriors and tools for everyone else and add crafting skills kinda like RuneScape as well as buildings that generate resources so you don't constantly have to gather them.

Developer (1 edit) (+1)

Thank-you for the feedback! 

I agree with your points regarding customisation options, they're a little limited ATM as I'm focusing on getting some more mechanics sorted (specifically a breeding and aging system so your population doesn't remain static).

I'm planning on adding in more options (for hairstyles, separate facial hair, blemishes, and scars) with an update to the character customisation and game startup (adding a main menu, gallery, and story "cutscene"). There's also plans for an in game "Hairdresser" style building where you can edit the appearance of your inhabitants too. While it will start with just hair style changes, you'll be able to unlock hair dye, tattoos, and piercings.

The addition of armour, weapons, and tools is also a great suggestion: I actually have an unfinished armoury building hidden in the game code at the moment. Here you will be able to access a crafting and equipping menu. The equip menu will also be available through the combat map (in-case you need to tweak your warriors gear last second). The planned gear types are: Weapon, Armour, Tool, and Accessory.

The resource generation over time structures I have planned still require you to assign an inhabitant to them, but will provide a more reliable income stream for each resource: Food => Kitchen, Stone => Mason, Wood => Carpenter, Metal => Forge, and Gems => Jeweller. They're all processing buildings, so my plan is to have a trickle if it's just them, but also a bonus if there is also gathering of the same resource going on (calculated base on number of X resource gathered by the end of the day). This should help gathering (and related skills) remain relevant even in late game.

I hadn't thought to add additional skills until you mentioned it, but now I'm considering adding in a set of skills for Cosmetics (hairdresser), Crafting (Armoury), and Processing (Resource generation buildings).

All that said, most of that stuff is some way off being implemented yet! Probably a couple of years work to get it all in based on my current development speed. I should really do up a roadmap...

Everytime I click the X after a battle the game closes for some reason

Developer

Ah, thanks for catching that for me. It's probably something to do with the post-combat auto-save, so hopefully the next update should fix that (as it makes improvements to the save/load system).

extremely buggy so much so it's unplayable, changed name on character and saved and then it crashed and  i couldn't even open the game again, then crash when changing gender, and ofcourse the online version couldn't even start a game (are all of these bugs by windows zoom? very very likely, no clue why the online version is borked tho, prob same issue)

Developer

I've been getting a lot of bugs reported for this release, though it is performing fine on my test devices (which is annoying as it make the issue tricky to find let alone fix) and browser. 

With the web version, is the issue with starting a new game from the main menu, or does the game simply not load at all (and if so, does it show the black screen with grey loading bar)?

For the desktop version, I've tested it on Windows 10 and 11 without the mentioned issues, but it is still possible there's a compatibility issue.

I've uploaded a debug version of the game that should output some log files to the save directory (normally found at C:/Users/<USER>AppData/Roaming/Dapplecap). 

If possible, please could you replicate the error in the debug version and post the contents of this directory (as a .zip) or the text from the logs/godot.log file under the save directory?

Godot Engine v3.6.stable.mono.official.de2f0f147 - https://godotengine.org

OpenGL ES 2.0 Renderer: AMD Radeon RX 7900 XTX

ERROR: Mono: Core API hash mismatch.

   at: _init_godot_api_hashes (modules/mono/mono_gd/gd_mono.cpp:515) - Mono: Core API hash mismatch.


think that's the one you mean? as for the browser version it's stuck on the main menu clicking new game does nothing, no clue how to zip and too lazy to learn and kinda don't want to learn, if it's the mono one you want then i might have to learn cuz that's a whole lot of text

Developer

Right, that looks like the game engine or graphics renderer is playing up.

I'll see if re-writing for OpenGL ES 3.0 fixes the issue, but that might take some time if I have to re-write large chunks of my code to accommodate the switch.

Thank-you for providing the log by the way, it gives me a starting point to tackle the error from.

i keep getting force close when trying conquest

Developer

Thanks for catching that. 

Is the crash occurring when pressing the conquest button, on the conquest (map) screen, or upon loading into a battle?


There should also be a log in the saves folder (Default "C:/Users/<USERNAME>/AppData/Roaming/Dapplecap/logs/godot.txt") that might contain some details on the crash.

Godot Engine v3.6.stable.mono.official.de2f0f147 - https://godotengine.org

OpenGL ES 3.0 Renderer: AMD Radeon(TM) Vega 8 Graphics

Async. shader compilation: OFF

ERROR: Mono: Core API hash mismatch.

   at: _init_godot_api_hashes (modules/mono/mono_gd/gd_mono.cpp:515) - Mono: Core API hash mismatch.

Mono: Log file is: 'C:/Users/HP/AppData/Roaming/Dapplecap/mono/mono_logs/2025-08-11_16.37.53_1756.log'

... with tutorial.

gen = 37

ERROR: Cannot open file 'res://prefabs/fighters/.tscn'.

   at: load_interactive (scene/resources/resource_format_text.cpp:1184) - Condition "err != OK" is true. Returned: Ref<ResourceInteractiveLoader>()

ERROR: Failed loading resource: res://prefabs/fighters/.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:283) - Condition "found" is true. Returned: RES()

ERROR: Error loading resource: 'res://prefabs/fighters/.tscn'.

   at: load (core/bind/core_bind.cpp:76) - Condition "err != OK" is true. Returned: ret

Developer (5 edits)

Huh, looks like the game is trying to load up a battle using an empty fighter with no race or gender. I've updated all the fight scenes in the last update, so I probably left one of the template fields empty somewhere.

Either that or your player character isn't loading into the fight scene properly for some reason.

*EDIT*

Looks like it's the player character causing the issue. The problem seems limited to male characters (at least in the tests I've run), so it's probably something up with the entity for player human males rather than the save data not loading correctly.

(1 edit)

Hi! Played your game for a couple of hours, still haven't reached lewd content yet (lol), but found a few bugs. Note: I'm playing as male, not sure if that affects anything. I'm using Win11 Enterprise.

1. Game consistently crashes when pressing "socialize" and then clicking on player char.

2. Game randomly crashes when initiating a fight in the Pit (I'd say that happens in 80% of cases). No pattern whatsoever, it either crashes or it doesn't.

3. Crafting a simple club sometimes consumes lumber but doesn't create a club. Game restart fixes that, simple reloading doesn't.

4. When scrolling anything that has a scrollbar with a mouse wheel (e.g. list of chars, "how to play" text...) map view also zooms in/out.

5. Not really a bug but still a major concern. It's REALLY easy to softlock yourself out of recruiting, since after a few battles (often after a first one) you start dealing 2 damage. That leads to one-shotting most potential recruits, and healthy targets seemingly have 100% resistance to recruiting (I tried to recruit undamaged chars ~20 times and failed every single time). You should probably either allow us to recruit healthy chars (maybe with 10-20% chance) or let us defeat them without killing and recruit them after the battle.

Other minor annoyances I noticed:

 - battle animations are a bit too slow, especially the one where info window in the bottom left corner appears/disappears. 

- it would be nice to know building maintenance requirements in advance. I've often built something only to discover that my stone consumption increased A LOT and I'm in the red now (and have no stamina to get more stone).

- it would also be nice to see which map objects will disappear after building something, it's not obvious at all.

Thanks for the game, it's really interesting and ambitious!

Developer

Hello there, thank-you for catching so many of the bugs and sorry there were so many present!

The pit crash is something that I've noticed too in testing, it was caused by enemies not spawning with a weapon (because of the new item system) so that should be sorted in the next update.

2 and 4 should be simple fixes, but 3 is a bit concerning.

Your point regarding the recruiting softlock is really important. I considered making the player's starting club a special weapon that leaves them with 1HP when it would normally kill an enemy (except if the enemy already has 1HP,  then it will kill them) but figured that would get annoying when you're just grinding. Now I've got an equipment system implemented I think I'll add an accessory that gives the wearer an action with that same ability.

Yeah, the building system is a little janky and perhaps a bit too expensive too. I'm considering having buildings only require one stone for upkeep, and following your advice I might have the placement mode highlight potential deleted objects in red.

(3 edits)

Tried and failed to replicate a bug #3, so maybe it was just a fluke.

Regarding accessory as a way to recruit villagers: won't it make a process even less streamlined? One problem I noticed when playing is that it's difficult to figure out mechanics, even after reading the in-game tutorial text. They are not complex but there's a bunch of them; I figured it all out while clicking around and failing a run or two but I'm used to this kind of games (CK2, rimworld etc). But I can definitely imagine another player getting frustrated quickly. E.g., besides aforementioned missing maintenance requirements for buildings, nowhere it is mentioned that you can't gather food in autumn (or something like that, I remember that some non-winter seasons were counterintuitively barren), that chars randomly increase/decrease relationships when interacting and you need to reach certain threshold to breed, that goblins can't gather stone (maybe it's a bug, in my game they never do it). I still hadn't figured out if the happiness (mentioned in the tutorial) is actually implemented and if the structure placement actually matters (in my experience they still do the work they are assigned to anyway regardless of home placement?). Adding another not-so-obvious mechanic will probably make things worse, unless you add A LOT of tooltips everywhere.

Do not consider it a harsh criticism, I still like your game a lot.

Developer

Yes, I've found that it's quite difficult to get all the information across in the tutorial. Adding in some more tooltips like you mentioned might make things a bit easier for players.

With the food, you should see food spawning in every season (berries in spring, apples in summer, chestnuts in autumn, and pinecones in winter). Everything but berries requires training in the gathering skill, which is probably why nothing is being gathered in the other months. The tutorial should mention stocking up in spring if I updated it correctly, but I probably haven't made that clear enough. Also, with the fairly low rate of skill levelling limiting players to berries for a while, I might need to balance that with the availability of each food source.

Goblins not gathering stone is definitely a bug. It's probably the new equipment system messing up their pickaxe animation, similar to how the Pit's combat is experiencing issues.

Better implementation of the happiness is actually part of the next update! It ties into the social system, so that certain relationships can have perks or disadvantages like extra stamina or fights resulting in injuries. I'm still toying with a global happiness modifier for the settlement, but that won't be implemented for a while as it depends on the unimplemented decoration system.

The same goes for the effect of structure placement, which will benefit from the decoration system, advanced resource structures (like mines and farms), and also the day-night cycle I plan on implementing (where having your structures too far from one another results in time being wasted travelling).

Thank-you once again for providing feedback (it really helps me fix the problems my players encounter), and I'm glad you like my game.

After some pondering I think a lot of player confusion can be cleared by making ALL map objects clickable in the same vein characters are, and showing a small info window on click, similar to the existing battle info window that appears on hovering over any fighter. E.g. you click on a stone and see a small info window saying: "Stony outcrop. Can be mined out for +3 stone. Required mining skill: 0". Or a chestnut tree saying that it can be harvested in autumn for +3 food and requires 20 in gathering, etc. And also a button on everything to mark it as a priority target, so that we could intentionally clear space for building placement. This clickability was actually my expectation when I first launched the game.

A lot of char info and settings could be probably moved to a similar window that shows up on click and disappears after clicking on anything else, instead of being shown in multiple separate menus that require manual closing. Redundant clicks to perform any frequent, repeatable action are always a horrible chore that kills games quickly.

BTW found one more bug while writing this; game crashes on clicking "battle skills" menu of a goblin.

Also can't wait for interspecies sex.

Developer (1 edit)

An excellent pair of suggestions! I might move a lot of the character stats to the top bar when an inhabitant is selected, but keep the menus for when a player wants more details (as there will eventually be too much information that'd clog up the screen). I might unify the separate stat menus to a single menu with separate tabs too.

As for your last point, I'm actually working on the goblin animations for the next major update!
It might take a bit to get them finished though, especially if I start introducing the multiple animations (unlocked through different levels of lust) that I have planned.