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Hi again!  Some additional observations:

Bugs:

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-The cave in shake option is not remembering the selected setting.  It’s defaulting back to "on" after quitting and relaunching the game.

-I incurred damage that caused me to drop to low enough health that the blood pulse effect turned on.  However, the last damage noise (the sound effect that played when I took that damage) continued to play over and over until I healed enough for the blood pulse effect to go away.  I wish I had more specifics.

-I found an Amulet that did nothing.   Just said "Amulet".  It had a size, type, and value, but that’s it.  I have a screenshot if you’d like to see it.

-I was wearing an enchanted scalemail breastplate which granted me +20 STR.  I triggered a magic disenchanting trap that removed the +20 STR enchantment from my armor, but my character sheet still showed me having the +20 STR.  Not sure if I still actually had the enchantment when I shouldn't, or if the character sheet never updated and was showing the wrong STR value.  The amount of gold I could carry still matched my STR however, so I think I got to keep the enchantment.

-My level 22 character was allowed to walk into a "Cave Columns" square and was instantly killed.  I should not have been allowed to enter the square.  :(

 

QoL Requests:

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-I would love to be able to drop items from my inventory without needing to answer the (Y/N) prompt.  This one is not a big deal because I created an AutoHotKey script to bypass the prompt for me, but this would be a nice option to have.

-I also created a command in that same script that allows me to go straight to choosing what items I want to pick up off the ground when I press “g”.  This saves me from having to take two actions (activating the “pick up items?” prompt and then hitting “y”) every time I want to pick something up.  It feels way less tedious.  Again, I’ve already solved this for myself, but an option to bypass this prompt would be nice for others.  In fact, an option to permanently disable any (Y/N) prompt would be nice (without having to change the option that disables all prompts because I like the combat ones).

-It would be nice if the merchants/smugglers didn’t move around so much.  Sometimes I try to land on their square to interact with them and it takes me like four tries because they are moving every single turn.  It’s a very small annoyance, but an annoyance nonetheless. If you still want them to wander around the map as much as they do now, maybe always have them stop moving when your character enters any of their surrounding squares? Then once the player moves more than 1 square away they can continue wandering?  Idk just a thought.

-I know you mentioned that the "inventory full when trying to pick up an item" issue is a bugger to solve, but could you make it so that when trying to pick up an item you don't have space for, it takes you to your inventory screen and asks you which items you would like to drop to make room?  I know this isn't easy to solve, just trying to come up with ways to make it a bit less frustrating.

Thanks for reading!

Thank you so much for the reports!  Looking into the bugs immediately!

The Cave In Shake Effect was saving in the saved game, not the preference file.  Meaning if you quit the game and on your return started a new game it would no longer remember (though it would if you loaded an old game).  This has been fixed!  Thank you!

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Alright, solved the mystery of the amulet.  Previous to the last update, Rings/Amulets of Elemental Protection (etc.) and Rings/Amulets of Lycanthrope Protection (etc.) were 2 distinct enchantments (suffix 23 and 24 respectively).  With the introduction of more sub-types of monsters in the last update (Spiders, Demons, etc.) and the creation of 6 new enchantments that protect you from those specific monster types, I didn't want the player constantly finding suffixed jewellery that was specific to these sub-types - so I consolidated all of them to suffix 23.  Now if it finds suffix 23, it generates a new random number from 1 to 7.  On a 1 it leaves it as suffix 23 (Elemental protection), but on a 2 through 7 it rewires the suffix to be 300 to 305.  The problem was the variables hasprefix and hassuffix that it was temporarily storing the prefix/suffix in while it generates it was of type char which can't store a number as high as 300.  Now hasprefix and hassuffix are of type int, allowing them to properly store the numbers.  Bug fixed.

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Thanks for the details - as a hobbyist/amateur programmer, I always find these interesting!

Fixed the problem where the Magic Draining Beam Trap could remove an enchantment from an armour piece and that enchantment wouldn't disappear if it provided a benefit to a Primary Attribute.

The Cave Columns bug is an ongoing issue.  I tried to solve it in the last update and may have made it worse.  You're allowed to enter them if you have the Spelunking perk or if you are under the effects of a Wallpass spell/effect.  If the latter and the wallpass runs out while you're in a Cave Columns, you'll die on the next turn.  It seems easy to fix in my head, but the code there is really tangled.  I'll have to spend a lot of time revisiting to figure out how to fix it.  I'll let you know if I think I've achieved success.

I like the idea of the merchants stopping if you move adjacent to them...  I'll have to communicate it to the player in the manual because it could get a merchant killed if you're banking on the fact it may move out of a monster's way last second, but I think it's a good idea.  I'll try to implement that.  Also going to implement the auto-center on your character idea.  Not sure I have time for any of the above today.  We'll have to see!  

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Thanks so much for looking into all of these! 

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And the patch is live!