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Actually while I'm thinking of it I may as well mention a few other odd behaviors and possible bugs I noticed.

First as a quick suggestion, it'd help if you changed the priests dialogue after his one heal since without reading the changelog carefully I wouldn't have realized that it's intended behavior.


Second I had a weird death where I was messing around and somehow telefragged myself. I was playing a beastwoman and used "claw assault" (I think that's the name? It's the prerequisite for regeneration) targeting my own tile while standing on the strange machine. It moved my character inside of the NW wall and killed me instantly from full hp.


Third, I was playing with the bird familiar summon and I generally found it's AI to be more harm than good. The bird won't directly target the player, but will target anything else. Because of this it will target friendly NPCs like the ones you can rescue from the castle and kill them. Also, although it won't *target* the player, it's still considered an enemy of the player. So you can't move into it's space without attacking it, and if you are standing between it and it's target it will rip you apart to get to it's target. If you could make sure summons and tamed monsters don't harm the player and aren't harmed by the player that'd help, since it feels pretty bad to finally reach a high enough level with the class only to have those sought after abilities directly kill you. Obviously the current system is perfectly reasonable for a manipulated monster though. I really appreciate how much time and effort you spent on this and thanks for making such a great game.