Skip to main content

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

A few more;

6) Using a ranged attack on Tamed Green Dragon, enemy did not attempt close the distance to hit with dragon breath by just one tile allowing me to kill it without taking a single hit.

7) At Cinder Keep an enemy spawned inside the walls there as well, couldn't find a way in so I assumed this was unintended.

8) Despite some of these inaccessible spawns, I'm now pretty certain I've run into the false positive red-tile enemy awareness indicators. Saw a few that happened within my field of view that were isolated, single blips with no NPCs in sight. It seemed the game would stutter a little when this occurred, maybe an issue with loading/unloading zones?

9)Equipping a two handed weapon in the shield slot allows you to switch it with a one handed weapon into the shield slot but not the other way around (2-hander to sword slot doesn't allow you to put a shield there) so it seems like one of these is unintentional. Doesn't break anything that I could tell.

10) Elven Wardancers consistently damage themselves with blade dance ability, which seems off.

Finally less an explicit bug and more corroborating some of the performance issues when having uncovered a large area of the map. Stuttering is not too bad on the main screen though I have messed up inconsequential moves a couple times as a result of it. The main thing is that the map slows to a crawl trying to pan it around. Moving to a different Z-level with little uncovered and it goes back to perfectly smooth.

6) I'll check it out, might be some AI difficulty to position for cone ability properly.
7) I tried to reproduce the goblins on chasm a couple of times but without any luck so far. In the case of the Cinder Keep, it should be easy to fix as there are walkable tiles inside the walls.
8) It might be the reloading zones. I have it on the list.
9) I'll have it fixed in next update. Shield in the main hand slot causes crashes in the current version.
10) Do they hit themselves or other wardancers?

The stutter during the main play, I have to optimize save files a bit more, I'll sit on it next week. There are a couple of issues with AI inside infinite loops in the 0.2.4.1 that caused slowdowns, but I have it resolved in the development build already and made a couple of smaller improvements.
As for the world map, I've written it very inefficiently. Optimizations will take significant time due to my lack of knowledge, so I've been pushing it a bit for later.

10) They were hitting themselves with the ability. Looked like the same thing as lunge before where radius was not excluding the source of the ability. I pretty much only ran into them in isolation other than the grey archer enemies that are near them in the southwest near swamp so I didn't get a chance to see the ability interact with multiple npcs.

(+1)

I created the army and figured out the chasm issue. It turns out goblin spawned  on a stalactite above the chasm. I'm tempted to leave it in the game. :)


(+1)

That's exactly the spot it was in :P I think if you do it should be at least flailing around wildly and screaming gibberish at the king lol. I see no bugs here, only features.