Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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).