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Here's a few bugs I've run into during a play session (I didn't take any notes, and wasn't fully paying attention, so some of this might be a bit off):
- No Random (Gender): With random male NPCs disabled, Sampson swaps to being female (I don't think that's intentional, since no other standard NPCs genderswap from it, and it doesn't happen in the original). I would also encounter some fights where random NPCs wouldn't respect that setting (or there was an error with it) - the preamble for the Bloated lion encounter correctly notes them as female when random males are disabled, but then the in-fight text notes them as male.
- Tailor Gendering: I forget which one it is, but there was a line where the tailor used the incorrect terms, using the male versions for my female character. The rest of the dialogue was normally otherwise correct with its gendering.
- Wizard Tower: Something wonky happened with my second trip to the wizard tower (after fighting the manticore and claiming the notebook as my prize the first time), where I didn't get a choice of what prize to claim, and saw the notebook-taking text again. My only option was rest, which makes me wonder if it was something to do with running out of stamina during the manticore fight first. I wish I was paying more attention and had the foresight to use the back button to investigate what went on - it might've just been from me mashing and maybe having forgotten I hadn't chosen the notebook before(?).

For feedback:
- Not really a big issue because it's nothing serious, but I did notice a stylistic inconsistency with how talking to NPCs work. Sometimes it's initiated by an option in the grid buttons, sometimes it's initiated by clicking hyperlinks under the game log, and then it's sometimes displayed as text in the game log, while other times it appears in a popup instead.
- The new UI makes it a lot more tedious for both buying and consuming items (a lot of extra mouse/finger movements, more clicks to achieve the same thing, having to re-open the inventory every time - which takes a while to load each time for me when playing on mobile) to the point where I just stopped bothering even trying to use those systems.
What might help somewhat could be:
   - As someone else mentioned, a Buy X option. Or at the very least, have it so the "Buy it" section doesn't close upon purchase.
   - The Use X options in the inventory are nice, but don't really help in situations where the number you want to consume don't fit into a multiple of 10. One thing that could help is if the inventory didn't close after using an item.

Since I've been digging in the files while modding, I've been keeping some notes on errors (mostly just typos) as I notice them (but not all of them, because I'm not that organised >_>). Aside from some more general notes, I'll list the exact passage names for ease of fixing:

-- General --
The prices of items don't take into account charges. For example, it only costs 0.75 gold (the price of 1 donut) to buy the box of 6 donuts. Same with cake, the giant fruits, etc.
Store vendors always say their thanks line, even when buying items, which doesn't really make much sense in the case of the Earl's/the racoon's.
Some of the not-formatted-for-players'-eyes passage names can be seen because the game always displays the passage name beneath time. One example are the vendor parts of the stores.

-- bubble orca ai --
"waves with her tail as you drift away" should be "waves with $npc1.his tail as you drift away"

-- cabal dragon ai --
"he lets out an stifled, beast-like growl!" should have "a stifled"
"The tendril ceases" should be "The tendrils cease"(?)
"looks immensely please" should be "looks immensely pleased"

-- Slay Queen --
"that as inside the queen" should be "that was inside the queen"

-- thin fur ai --
"the $npc1.species is send sprawling" should be "the $npc1.species is sent sprawling"

-- A near bursting patient --
"says betwee groans" should be "says between groans"

-- spell objects --
In `$lighning3`: "chant an invokation" should be "chant an invocation"

Thank you very much for all the reports! Hopefully I'll be able to fix them all in the next patch. Changing how inventory stuff works may need to be a bit more in depth. And yeah, character dialogue changed from how it worked originally, and I never changed it back after I added the grid thing back in. I wasn't 100% sure which system I actually wanted to use or how best to implement it.

Adding onto some more things (I'll keep editing this until a response so I know it gets seen):
- I noticed during the fight with the cheese, it doesn't end once your stat's been reduced to below 0. `cheese ai` is missing the check that debuffers usually have to trigger defeat when the stat is below 0.
- Because of that I was checking the instructions to make sure it is supposed to be the case where you always lose when your stats drop to 0 or lower, and noticed that the instructions for the devour action aren't in line with how it works in the current version. It alludes to the old functionality where the devour option would only show if you could handle the creature on an empty stomach, whereas in the current version of the game, the option is always available to try (so there's a problem with one thing either way - either the instructions are outdated, or the devour action is showing when it shouldn't).