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I think that the dialogue for setting the crystal to prevent/allow death might be backwards. In `statstab.gd` the following block occurs. I believe the first block should probably be for `preventsdeath == false` and the second block should be `preventsdeath == true` I switched them for the crystal visit section and it seems to have worked.

if globals.state.mansionupgrades.dimensionalcrystal >= 4 && globals.state.thecrystal.preventsdeath == true:
 buttons.append({text = person.dictionary("Use the Crystal to Prevent Death."), function = 'crystalimmortalitytoggle', args = 'enable', tooltip = "Use the Crystal's power to prevent death in your Mansion."})
elif globals.state.mansionupgrades.dimensionalcrystal >= 4 && globals.state.thecrystal.preventsdeath == false:
 buttons.append({text = person.dictionary("Remove the Crystal's hold on Death."), function = 'crystalimmortalitytoggle', args = 'disable', tooltip = "Re-enable death inside of your Mansion."})

PS: Don't forget this code occurs in two spots, one for headgirl and one for crystal visit. I'll save my DRY rant for another time though.

PPS: There are some events in the game which bypass the normal death mechanism through the health setter, the main one that comes to mind being death by umbra experimentation. I don't know if this is something that can/should be "fixed", but it is something to keep aware of.

Nah, as far as I'm aware those events all happen outside of the mansion. The Crystal's power only goes so far...

...for now...

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PPPS: Is it expected for their to be a way to trigger the "sacrifice" knowledge reveal at this point? I don't see any way for the crystal's hunger to decrease, so I'm not sure if it could ever go "dark"

Never mind, I see now that I just need to be a bit extra excessive with wielding the crystal's power...

Ok, final PS:

After making the change I mentioned and triggering the "sacrifice" reveal I've tried feeding a couple of my slaves to the crystal. Each time their text box displays "....", no choices are presented, and I have to restart the game. I don't see any messages in the console, and I have no idea on the cause in code. 


If I were to take a wild guess... I'm wondering if what I believe are recursive calls in `crystalconsequences` are causing the character to be killed then trying to set up more dialog with the character when it  goes back up the tree? Purely a guess, and I'm afraid I don't have the time to experiment with it right now.

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So the Sacrifice is failing to remove them and put you back on the main mansion screen? Good to know, I’ll dig into that.

Good catch on the trigger dialogue, btw. You were correct on that.

The system hasn’t been fleshed out fully but was intended to be able to sacrifice to the Crystal merely to sate its hunger if you went the dark crystal path, so this is definitely a bug. More features are coming for the Dark Crystal path, which is what Alexsis is referencing.

Edit: Fixed in v.9

I don't believe this feature is actually intended to currently be functional. Sacrificing a slave to give you traits to pass on to your kids is in the plans but it hasn't been implemented yet as far as i know