and i, being a lust-focused player, would like such things as aphrodisiac bombs.
voidtninja
Recent community posts
mind should automatically be regenerating. if it's not, you've got someone with the "scary" trait wandering around lowering everyone's mind. or you're in a "stuck pregnancy and people on the overworld" bug.
now, these days there's actually some reason to want characters to have low mind. there's a whole "cry" line of attacks that require ythe user to be crying.
if that's not something you want, get rid of all "scary" servants, and just use mind potions. they're cheap and pop up in the store often enough, and are also craftible i believe, but buying is by far the preferred option.
1) i believe it's the leftmost icon on the bottom right, next to the servant list and inventory/ shop. along with the options to summon either an imp or hobgoblin servant, there's also the option to open a submenu where you get a list of heroes that you can use gems to summon.
gems are the "currency" the altar uses. you can get them as a reward for defeating heroes, by chance when a servant walks into the altar room, and i believe they are an objective you can send servants into the overworld for.
2) what? of course you can. personally, i find that having more than one servant wandering without a job is overkill. the only servant that matters is the one in the chokepoint from the entrance of the dungeon, the one that's going to be actually fighting. you're probably not going to be invaded more than once in the time it takes for an overworld mission to complete. well, unless you instigate the invasion yourself, of course.
everyone else, everyone who actually has a job, is already earning EXP (though at a fairly slow rate unless you happen to have both traits for exp gain on the servant,) and all that extra gold you'll eventually find you have is best spent on buying the exp crystal items. this, combined with sending servants out on missions is more than EXP enough to keep most of the dungeon on pretty even footing. with a steady rate of progress, even.
gotta say, i really like how the last three updates have changed the game together.
an idea for a future improvement: while i do enjoy the way training is actually interactive now, an "auto-gym" option would probably be a good idea. both as a toggle for those who want to skip the "tedium" of the minigames, and as some kind of improvement in the game.
the way i see it, the toggle could give you slightly below average returns, and the upgrade would give average gains. this way it'd still be an advantage for toggle users to buy the upgrade.
so first round of bugs i've noticed:
it's only happened once for me so far, but the generator sound can cause a really loud high pitch whining. it's only happened to me once so far. it was during the day.
item target highlights cause a glow in the physical world. you can best observe this at night, standing near the window and letting the highlight glow illuminate the character. it's hard to describe, but this glow can also illuminate the ground a distance away if you swivel your viewpoint, but the effect is very fleeting. it makes it seem like there's actual fireflys in the field.
collision for plant models should probably be turned off, as the plots themselves are impassible. the plants having collission mean that if you plant mega dictus in the greenhouse, you really cannot walk past it.... so if you fill the greenhouse from back to front, you'll have to harvest the front before you can reach the back.
hey thanks, i actually was wondering if you had the larger versions available. i'll test out the 8-bit version fairly soon. if that runs nearly as smoothly, but with better output, i may even have to test the big boy.
edit, how can i modify the batch file to launch in the 8-bit rather than 4-bit model?
second edit, i figured it out, i didnt notice the "prefix" in the model path changed between versions at first.
this isnt a bad little implementation you've packaged up here. it's probably the fastest AND least resource hungry LLM i've ever run, though it does forget rules, insert nonsensical details, and repeat itself. it was quite easy to edit the starting prompts you provided into anything at all i wanted.
the only thing really missing is a "redo output" command.
yes, and i dont like to advertise the fact to everyone who has me on a third party messaging service.
and as for "tech illiterate," i had discord set to only detect games from my linked steam account. i did not anticipate a developer somehow circumventing this with their implementation of rich discord presence, which is a feature that every other porn dev i've given money to has the good sense to not bother including.
looking into the log file, the nearest i can trace down the "upkeep loop" breaking down is this:
NullReferenceException: Object reference not set to an instance of an object
at DungeonWorldEventManager.TriggerEvent_OnPregnancyEnd () [0x000f8] in <f2417dd6da484ffa8597b424d99bbdbc>:0
at DungeonWorldEventManager.TriggerEventSet_OnNewTurn () [0x00000] in <f2417dd6da484ffa8597b424d99bbdbc>:0
at DungeonManager.NextTurn () [0x001e1] in <f2417dd6da484ffa8597b424d99bbdbc>:0
at DungeonManager.Update () [0x00046] in <f2417dd6da484ffa8597b424d99bbdbc>:0
in this particular instance, the upkeep loop breaks during a birth. the birth may or may not be blocking the return message of servants i have sent out of the dungeon. of note, as i've been reloading a save constantly to narrow down the event breaking the loop, an invasion once blocked the problematic birth, but upkeep was broken all the same. this is why i suspect there is a competing "return from outside mission" event being blocked by the birth event. and to be specific, the servant returning is not the same servant who is giving birth.
the log is also full of an "amical behavior" fail, which may be related to the servant being born and stuck at zero mind because upkeep breaks before the child is fully generated and placed in the game world.
there's a lot of "failed to play audio source" errors, which i suspect might be the zero-mind newborn's sobs.
there's a lot of geometry errors, particle effect errors, and navmesh errors seemingly tied to weapons.
finally, in the end-of-file memory scan, there's a remarkable number of logged errors in what i assume to be multithreading reports.
there now seems to be another hidden "tech requirement" of some sort. i dont know if it is having research, or having a servant with specific traits, of a specific race, another dungeon room, or a level threshold is the trigger.
at one point, i had ~150 scrap cloth, but only the option to craft bandages. shackles only became available ~2 weeks later. i cannot tell what the actual trigger was, only that at one time i could not craft them, then i could.
shackles wasent the only crafted item this applied to, either. i couldent make lavish meals or exp crystals, either. until like day 60, my available crafting was only demonic brew and bandages, despite having the materials for p much everything else you can craft in the game.
an update to the "normal" version of the stuck pregnancy bug:
i managed to catch a pregnancy the day it got stuck. i reloaded the game, and as the day played out, the birth happened as it was supposed to. one major thing was different between the stuck day and the day that didnt stick: an invasion.
there's a slight chance that it was interacting with a servant at exactly the wrong frame did it, but i think the problem is that an invasion prevented the birth dialog box from being created, which caused the birth to never process.
suggested hotfix: in the "upkeep loop" or whatever you've named it that increments the pregnancy timer, implement a check to se if days till birth is less than
zero, and force the dialog if so.
i don't think it is a discord issue. nothing else i've bought here on itch.io reports itself to discord. i've got 4-6 other unity games i bought here and launch using the itch app that do not report themselves to discord. only this does.
the only way discord should have been detecting anything is through my linked steam account. i do not own this game on steam.
all signs are pointing to "rich discord presence" being enabled on your side of things.
I have two issues, one with many interconnecting symptoms.
the first issue is that sometimes, and i do not know what is the trigger, i'll lose the ability to target in combat. there seems to be some relation to room type: i'll not be able to target anything at all in a binding room or a gold mine, but in a research lab the targeting cursor works for some small portion of the legs. it's almost as if the cursor is being blocked by something, but i've not found an angle around the "phantom obstruction."
the second bug has many symptoms. One is it seems like the "upkeep loop" breaks, and all variable stats become as if frozen. they stop both decaying and regenerating, though external sources like items or a wandering character with the "sexy" trait will still affect the relevant stats. the effect is that no one needs to eat, bath, or socially interact any more. characters with low mind will be stuck in the "crying" state. characters with no energy will not regenerate it, and thus remain "tired" unless they enter combat or are given an energy restoration item. affection is also "frozen," and neither servants or prisoners passively gain it anymore. my keeper has a pregnancy that is stuck.
these two bugs are my run-enders. if they crop up, there is no further point in continuing that save. they seem to hit me most frequently in the range of day 150-200.
there's also a number of smaller bugs, that while annoying, are bearable:
crafting hangs the program. for several seconds, sometimes. something is seriously wrong for such a simple object manipulation to be doing this.
the program stresses my rig and cannot maintain a constant 60 fps. with this engine, with this level of graphic fidelity, and the scale of data being used and manipulated, this should not even be possible.
children are sometimes randomly born as zombies. when neither parent is a zombie, to be clear.
"crying" is a negative trait you can chose to remove on level up.
because, yes, i like to manually toggle things off, then back on again.
However the problem lies in the fact that this is even possible for it to automatically detect like this. so far as i remember setting things up, only games i play though steam should even be recognized by discord in the first place.
rich discord presence should be an optional toggle, and be off by default.
not a bad adjustment for a first patch, but it's still not quite there. fights are still too much cost for too little return.
things were starting to feel about right for a starting point with all stats at 12, but fighting a single wolf still cost more than it paid out - if i were to be trying to keep hunger and thirst above the minimum.
unfortunately, i'm stuck in another death loop. the boss biome showed up and cleared off any other selection at ~day 22. if the partial payout of 6 gold is anything to go by, i'm nowhere near being able to take one one of the turtle monsters.
this effectively ends the game.