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Burn Angel

12
Posts
A member registered 90 days ago

Recent community posts

Reporting some minor glitches. 

Is the Flying Tumor considered by the game as an abomination? Because it doesn't give the mood boost that you get from killing abominations when you have the Banisher of darkness trait. You only get +2 from the Hungry Abomination and +2 from the Mutated Abomination. 

 

I don't remember if someone pointed it out already, but the battles in the first and second sections of the abomination dungeon have no background, just pure black. 


In the cooking menu, the recipes show you the basic mood that food gives you, without changing it if you choose to have either the Carnivore trait or the Vegan trait. 

Here, the recipe tells me Cooked Beans gives me +10 mood, but having both the Carnivore and Vegan traits drops it to -20.  

 

Something that I couldn't make a screenshot of, is that sometimes, the first enemy you fight in a dungeon or cave system will become confused after killing it instead of being despawn from the map. It's not necessarily something bad, as the first enemy isn't something dangerous most of the time, but it's still something to take into account. 


I was also testing the skills a player can get from the ichor containers. I've noted that the regeneration skill only works on a killing blow - I'll explain myself. 

The skill tells me I heal myself for lvl % damage + lvl of the skill. So, since I have that skill on level 1, if I deal less than 100, I should get 1HP, 100-200 damage would be 2HP, etc. The thing is, unless I kill an enemy with a hit, I don't regenerate any HP. For example, let's say I hit a Mutated Abomination for 300 damage. Mutated Abominations have 400HP, so hitting it again will deal 100 damage, for which I would regenerate only 2HP, not regenerating any HP for the first hit. Sometimes, not even 1-hit kills will make me regenerate any HP. Non kill hits towards enemies with a huge amount of HP (like, let's say the Abomination Brute) will make me regenerate HP though.

Man, when did Walter White got sent to Sinathir? 

I bet Tadeas will be effin' mad about it.

Burn Angel reporting himself here to give his report about bugs. Again.

Going inside Mr. White's hideout while on the bike is not a problem. He's cool with you riding your bike around him. But don't you dare get off the bike while you're in his hideout, or he'll cause the end of the world. Quite literally. 

  

This silly boy dissapears from the dungeon if you run away from him.  

Using either a firecracker or a smoke bomb on his encounter will despawn him from the map, thus making even his encounter not dangerous to the player, so there's absolutely not a single dangerous thing in the abomination dungeon.  

None of these bugs are really gamebreaking (although the Mr. White's hideout may make people lose unsaved progress), so it's okay to leave them be and fix them on v0.41. 

(Gosh, me alone have made you release 0.40.4 and 0.40.5, haha)

I wonder if you'll give them passive skills that contribute to the player even if they themselves don't have them, like you did with Billy's Plant Knowledge II, which let's you pick grade 2 wild plants, or Suong's Butchering, which gives you the meat of the animals and abominations you kill. You know, stuff like chopping more wood with Marcus in your party, or finding bullets/minerals on dungeon chests being more likely with Olaf/Valdemar respectively in your party.

I genuinely expected Tadeas to have Plant Knowledge III as a passive skill on my first run, haha.

Yeah, it works now. Dunno what happened there. 

And yeah, that's normal. I only have this old netbook at my job on which I play it, so I just leave the game running when I get customers. My oldest save breaks the 85 hour mark, haha.

That sounds amazing. Yet, I bet that'd need to be tweaked, since I've also been thinking about how milk on its own is a better food than cheese. So, either cheese will be getting buffed, or you'll get a lot of cheese from a few milks, right? 

Also, maybe something not that important, but I'd love to be able to equip certain characters with better weapons - let's say I find the Reflex Bow, but I'm neither interested in using a bow, nor I have a good enough level with bows to be effective with it. Giving it to Suong when I have her in my party so she can use it a lot better than I would would be great. And same with the rest of the characters. At least having a mission that allows to re-equip your party upon finishing it would make a lot of hard encounters fairly easier, like the ghoul or the wyvern (I seriously have no idea how to kill either without basically losing my entire party while standing just a few steps away from heaven's gates when I do get to win against them).

So...my save file got corrupted somehow. Dunno if it's a bug, or I messed up something. I can play it if I hit "Continue", but if I go to "Load" and try to load this save, or even try to save while continuing with this save, the game crashes, and gives me this message. 

  

I'll give you my save just in case it helps to see what's the problem. It's not much of a loss of progress, as it's not more than 30 weeks if I recall correctly, but it's a save that I only used in v 0.40.4, so compatibility with a previous version is definitely not the problem. 

https://mega.nz/folder/zaQQEQQY#f5I7_C_8olj6d_A8sCAM1w

So I've been thinking about it for a while, but...cheese is too RNG for the player to depend on it, right? You can only get it from the ub at the inn. 

It'd be cool if there was a skill you could learn from Billy or Suong that'd let you ferment goat milk to make your own cheese, not that differently from how you make fruit wine. That'd make cooking pizzas a lot easier.

And on that topic, it would be great to let the player get their own oven at some point, instead of depending on Billy or Suong being at home. Like, having Roman sell you an electric oven once you unlock everything to produce electricity, kind of like the old refrigerator.

I second their suggestion. That would make hunting feel more like hunting and less like...going over and punching a bunch of wild pigs until they give up their meat. 

It would also favor using bows and crossbows, as guns would be noisy and alert the rest of the animals around about your presence and go over to fight you, thus making the player try to use a larger variety of weapons regardless of wether they choose to stick with a main weapon they level up a lot for or not.

Please do. The only alternative I have is to load a save on an older version, join the church, and then load said save in the latest version. 

Also, not really a bug but possibly an oversight. I know you made caves particularly dangerous to the player at the beginning of the game even with companions, as getting hit for 10% or more of your Max HP will reduce your wellness. The thing is, if I have, let's say 20 Max HP, and get knocked out, I'll get back on my feet with 1 HP if my companions win the fight. Of course, getting knocked out will reduce my wellness if I had full HP, but staying at 1 HP and letting your companions carry you while exploring the caves negates wellness loss, as the most HP I can lose is 1 HP, which is less than 10% of my Max HP if its value is 20 or so. I can just keep healing the others and keep going without fearing losing wellness, as well as avoiding the self healing limit altogether. 
Getting knocked out should cost the player wellness as well, or else they can just chat and hang out with adults strong enough to carry them, and no penalty will be given to them for entering a cave they're clearly not prepared to face. I know you've said the combat system is something you have not set in stone in your head yet, but I think that's something to consider.

Yeah, I have nothing like a talisman in my inventory in my old save. And in the new save, I can't even be recognised by the church at all, so I didn't get the church armor in the new save, neither the talisman, nada. 

Anyway, I really love your game, it gives off that 'silly but serious' vibe that I often fall in love with in many stories. Keep up the good work, and never abandon this gem of a game.

Hello, I started playing on version 0.39.1, and moved to 0.40.2 recently (then attempted it again in 0.40.3). 

I know church joining conditions have changed, but I'm not really sure if it's a bug. Petrus keeps telling me where the church is located instead of giving me a test like the questlog tells me. I read the notes on all three shrines, but it doesn't change Petrus' dialogue at all.

 

I go there, but the church's entrance is locked (as it always is when you start the game). I tried throwing silver inside the tree hole as I did in 0.39.1 to open it, but to no avail, as it just wouldn't open up the option to throw silver inside it.

Maybe I'm just being stupid and I'm doing something wrong, I just thought to report it just in case.

I couldn't enter the church normally since moving from 0.39.1 to 0.40.2 either, but I had already joined the church in my previous save, so I just kept going to the church through the rope near the hideout, since Helena opened up that entrance for me. I can't go through it in my new save though.

A bike related bug too. This one thing happens to me in 0.39.1 as well. While the game doesn't even let me near a cave entrance with the bike, I can get stuck in certain entrances, like at the entrance of Tadeas' house in the swamp. If I get off the bike and move from the entrance, I just can't retrieve the bike, because moving to that tile would make me enter the house, and exiting the house will still put me in front of the tile the bike is stuck in.

Maybe adding a door there would fix that issue, as you can't open house doors when riding the bike.

Also, not really a bug, but something I found funny. You can enter the shower when riding the bike. Nika will ride the bike inside it, take a shower, and get out, still riding the bike. I don't think that was intended, but it is very funny.