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Thanks for playing and the kind words. The bugreport is very useful. I'm currently looking at the issue with the keybind menu. I hope to move this bug  to the "fixed" column soon. https://trello.com/b/8rr6ZIda/peri-june-21-demo-bug-fixes

As with many things, the nade launcher probably will need extra explaining and refining. In real life, the RWGŁ is a blank firing rifle, with grenades placed inside the nozzle. This is how it works in peri as well. The ammo count displayed is the number of blank rounds inside the gun, while an additional reload will place one of the available grenades inside the launcher (they are green round cans in the inventory). The commander gives you less grenades than the gun holds blanks. Hopefully loading in nades will be more obvious when the animation for it is ready.

In case of problem 3: the save file and log file will come in handy to get to the bottom of what happened. If you are using discord, I cordially invite you https://90s.graphics.discord, as this will be the easiest way for you to send the files (and be guided how to find them).

Hey, I'm the guy in charge of saves, was curious if you remember a few things about your third issue: if you reloaded your save, was it acting normal? Did you save while this was happening? If you did, did it persist after loading that save? Do you still have the same save where this happened? Also did it only happen in the immediate area or did it seem to work normally if you went somewhere else?

If this happened in the last or second to last time you've launched the game, the details might be in one of your log files. These are at "C:\Users\[your username]\AppData\LocalLow\Ninth Exodus\Peripeteia\". If you could send this to us (our discord would be a good place to get in contact), and possibly the save file (and anything in the error logs folder, since that might be relevant), we would greatly appreciate it, since this isn't something we've heard of with the recent builds. Glad to hear you liked the game, and we really appreciate the feedback and bug reports.

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Thanks a lot, that's very useful info. I would appreciate the link.

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Thanks a lot. I ran your save on the current build, and it seems that it was an issue I unintentionally fixed the other day while cleaning up problems that would spam the log. The NullReferenceException in LightDetector.lightUpdate() was throwing errors every tick on the starting screen (that was also the PlayerMovement error you were seeing, which was only on start screen but also annoying me), so I added a check that also happens to catch the issue on your save (whatever is causing it I can now get a closer look at with your save since it's definitely a bug).

Basically what was happening is that LightController iterates through the entire list of LightDetectors, and at some point early on in that list one of them was broken in a way that threw that exception, causing most of the lights to stop working properly with our visibility system. Thanks again for your help figuring out the issue.