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Demonic Assistants I caught the other day.  But thanks for bringing it to my attention!  Copied and pasted from the code to provide you the full text:  "Casting this spell gives an instant 10% chance that your Spell Points drop to zero.  If that doesn't happen, you'll have a 50% chance to regain 1 Spell Point each turn for the next 60 turns.  Casting it angers Good gods."

Reality Breakdown - shoot.  And interesting.  I get why the scenario would be problematic, but if the walls can't wander onto Mine Tracks, then how did they block the Mine Tracks in the first place?  As far as I recall they should only be allowed to wander into Empty Space, so shouldn't have gotten onto those tracks or water in the first place.  Thanks for bringing this to my attention, I'll look into it immediately!

Ooooh, I see.  Everything that's NOT Empty Space becomes wandering...  Shit.  I could make minetracks not wander, and water not wander, but how extensive would the list be of things I'd have to make not wander?  Maybe I should change the event to only allow walls to wander, and only into empty space.  That seems safest.

(+1)

Fixed it so only wall variants move now, while everything else stays put.  You can still get trapped if you aren't careful/lucky, but should be substantially less deadly now.

(+1)

As an aside I also encountered an error in the casting of Demonic Assistants yesterday (and the same would apply to the Demonic Congress spell).  If you cast it and it fails, taking your spell points, it still leaves the little Demonic Assistants icon up...  literally forever, unless you're able to cast it again.  Doesn't hurt anything, but it's irritating.  It's been fixed now!