Im playing the 0.0.731 version and if a customer were to want a polearm and i have a weapon on the counter for example a tin dagger they can take the tin dagger on the counter if i pull the polearm away before their animation finishes.
Hello! I have 0.0.73 alpha. Got a reoccurring issue in shop mode where the cost of the ingots used in making a weapon is not factored into the price that the AI pays for them, i.e. this screenshot where I got 5 dollars for a one hand sword. Its happened multiple times in both 0.0.72 and 0.0.73 and a couple times has reversed a fair amount of game time.
Hey bobble, I've had a similar issue. One thing I suggest you do, is save every time you can afford a new ingot. (for example, if you are buying 9 iron at a time, and you can finally move up to adelite, save on every adelite ingot you can afford. That way, the worst case scenario, is you restart and lose maybe half a day in game time.
Hello! I absolutely love this game, and I see so much potential.. I only began playing last night, but I found this game through SplatterCatGaming's YouTube channel. i continued to watch HoneyBunnyGames' series. I've always wanted to get into game development, mainly concept design. I am very passionate about Black Smithing also. I saw My Little Blacksmith Shop, and thought," This could be my chance to get started!"
I've played until day five, and I have placed pre-made weapons on the shelves and counter. The customers order a weapon that I'm out of stock with, so I go to make it. When I hand it to them, they disregard me and grab one of my pre made weapons. They pay the full price of what they grabbed, but the orders say they bought what they ordered. When I check the details, it counts the weapon they grabbed.
I have also noticed that when I have post processing on, it tends to have some kind of double exposure effect when I pick up and move an item.
Thank you for making such an amazing game! I can only see this game getting better.
I haven't seen any other posts about this so maybe no one else has noticed or maybe I'm just lucky.
Sometimes seemingly at random when I sell a sword to a customer I dont get paid for the blade itself just the grip and guard. I haven't noticed this with any hammer or the dagger just the swords.
I am running the .731 version
I7 processor
Window 7 - 64 bit
8gb of ram
and and Nvidia Quadro 300M
0.0.731
Currently having the problem where sometimes if one heated copper ingot is on the anvil, I am unable to successfully hit the ingot. I can swing at it, but no noise is made and nothing happens. I have tried moving the ingot to a different spot to no avail. Switching to Sandbox and back to Shop is the only way I have found to fix the issue, temporarily, without completely restarting the game. Unfortunately, this happens very frequently, usually within the first 5 minutes of restarting.
https://itch.io/t/61217/how-to-common-issues-pleas...
Try removing your settings:
Hi there! I discovered your game through Mr Fruit's Gaming Channel, and I think I've developed a small addiction at this point. :P
One of the more annoying bugs I've discovered is that, sometimes, a sale is made that doesn't factor in the metal used - it'll simply say the weapon type with no metal mentioned and then a measly price. I've noticed it happening more since getting to iron (though that may just be because it's more noticeable), and it seems to be happening more often with swords and greatswords - I think it has happened with every single iron greatsword I've made (though that may simply be a coincidence). I am playing version Alpha 0.0.731.
Anyway, love the game! It's a great little pearl, and I can see it becoming quite amazing! :D
UPDATE: All right, so I've discovered that the bug already occurs at construction - it will sometimes merely say, for instance, that a greatsword has been constructed rather than an adelite greatsword. In that case I have found that I can simply take it apart and try again until it works (though it may require a few attempts). At one point I even experienced that a tin greatsword I was making turned into an iron greatsword upon construction (the blade was still identifiable as tin, but it sold for the price of an iron greatsword - perhaps incidentally the previous iron greatsword I had made only sold as a greatsword, which was the reason I was forced to make a tin one). Looking back, I can see that it was happening all the way back with copper, but the price difference was so much smaller I didn't notice. The greatsword was always the main culprit, though.
UPDATE: Regarding swords and greatswords, combining the grip and handle before attaching the blade seems to avoid the issue. I have had no cases of "metal-less" weapons being constructed today. (Though I had one greatsword that freaked out when I put it together, causing a slight mess in my workshop and ending up with a crooked handle. The customer who got it was still satisfied, though.)
The version which I am running is the most recent, 0.0.731. The issue I am having is how I can only function a quarter of the screen. For example, I can push resume, save game, new game, controls, but any other button on the pause screen I can not press. I am not sure how to reproduce this issue either, thank you.
Not sure if this would count as a "bug" but rather more of an exploit I found by accident, but can successfully replicate almost without fail. You can give someone a different item than what they are asking for if you simply hold it out of reach after showing it to them.
For example. A customer walks in and asks for a One Handed Hammer. If I have any other item on or near the front of store (2 shelves to the left, the one shelf to the right, or on the counter), if I hold the hammer out to him, but pull it back and out of their reach before they can take it, they will default to the next closest item. So although they are asking for the hammer they will take a great sword and pay for that item. Sorry if this isn't very clear it's late for me :). Great game and keep up the awesome work!
When my dad was playing about a week ago, he managed to hit the money cap. So, not really a glitch, but there's a number overflow when you hit 2 trillion dollars. He was playing on version 0.0.731.
When he sold the weapon that brought him over 2 trillion, his money went negative, so he had negative 2 trillion.
Maybe add a limit, or find some way to keep it from overflowing?
Wow! That's real dedication there, and yes, Dasius is aware of this issue. Currently your money is stored as a signed integer, so the maximum value is 2,147,483,647. The overflow into negative was found by one of the testers. The proposed solution is to change to an unsigned integer to increase the max to 4,294,967,295 and add a cap (probably at 4 trillion) to prevent this issue. The only downside is that once you hit that cap, your sales won't mean anything other than recouping the cost of materials you just bought. Anyways, rest easy, the fix is in the works. In the meantime, Happy Smithing!
0.0.73 here. Some times when selling great swords it won't count the blade in the price. Just sold two iron great swords for $21 each. Taking a $60k hit when I am just starting to get into the next tier kinda sucks. Guess Ardite will have to wait another day or two.
The rest of the game looks awesome and payed a bit in sandbox. Loving this game. It's fun and relaxing and can't wait to see where else you take this.