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Catadel

Build a cat town. Manage cat citizens. Defend the cat civilization! · By badoptics

Bug Reports/Feedback Sticky

A topic by badoptics created Aug 12, 2018 Views: 2,273 Replies: 47
Viewing posts 1 to 16
Developer

Hi everyone, 

Please post bugs you find and feedback for the game here. I've switched to using a discussion board because the comments section was getting hard to keep track of. Your feedback is very important to me, so I want to be able to organize them well.

Thank you!

Still crashing on Mac... 

(6 edits)

If I may give a little insight, from what I could tell from the error you posted earlier it looks like the game searches for a library file in a location that doesn't exist on a mac, namely probably a library file that retrieves a save file, though to be sure it would probably help if you can post the full error on here so the developer can better inspect it.

Note: With the latest update you can now copy the error to your clipboard.

Developer

Hi there, sorry it's still crashing for you. I'm trying to investigate this. I really need the full log of your crash -- the game runs on my friends' Macs so without the log, I'm at a loss. Could you please post it here? Thank you

Sorry for not getting back to you sooner, if I remember correctly, it was just shutting the game down instead of giving me a log of any sort.  As I am REALLY interested I am trying new updates to see if that fixes it, I have been REAL busy as of lately so forgive me for not being prompt with replying. I will try to get you a log if it does it again.

It's thread 35 crashing... 

Thread 35 Crashed:: Worker Thread 0   dyld                          0x00007fff6d9681f9 dyldbootstrap::start(macho_header const*, int, char const**, long, macho_header const*, unsigned long*) + 347 1   dyld                          0x00007fff6d969369 dyld::halt(char const*) + 77 2   dyld                          0x00007fff6d96adf6 dyld::fastBindLazySymbol(ImageLoader**, unsigned long) + 171 3   libdyld.dylib                  0x00007fff8b6652dd dyld_stub_binder_ + 13 4   ???                            0x0000000106f8a008 0 + 4411924488 5   com.Company.ProductName        0x00000001066e7e6c LocalFileSystemOSX::Enumerate(char const*, dynamic_block_array<FileEntryInfo, 32ul>*, bool, void**, FileEnumerationFlag) const + 940 6   com.Company.ProductName        0x000000010616521e FileSystem::Enumerate(char const*, dynamic_block_array<FileEntryInfo, 32ul>*, bool, FileEnumerationFlag) const + 206 7   com.Company.ProductName        0x0000000105db8801 UnityEngine::CloudWebService::DataDispatcher::EnumerateSessionFolders(SortedHashArray<FileEntryInfo, UnityEngine::CloudWebService::DataDispatcher::Hasher>&, FileEntryInfo const*&) + 113 8   com.Company.ProductName        0x0000000105db89ac UnityEngine::CloudWebService::DataDispatcher::FindSessionContainerToDispatch() + 300 9   com.Company.ProductName        0x0000000105db971b UnityEngine::CloudWebService::DataDispatcher::SetupSessionContainerToDispatch() + 91 10  com.Company.ProductName        0x0000000106092575 JobQueue::Exec(JobInfo*, long long, int) + 133 11  com.Company.ProductName        0x00000001060924cb JobQueue::Steal(JobGroup*, JobInfo*, long long, int, bool) + 331 12  com.Company.ProductName        0x00000001060929ae JobQueue::ExecuteJobFromQueue() + 94 13  com.Company.ProductName        0x0000000106092b08 JobQueue::ProcessJobs(void*) + 216 14  com.Company.ProductName        0x0000000106091f69 JobQueue::WorkLoop(void*) + 9 15  com.Company.ProductName        0x000000010614df1a Thread::RunThreadWrapper(void*) + 90 16  libsystem_pthread.dylib        0x00007fff8f22d899 _pthread_body + 138 17  libsystem_pthread.dylib        0x00007fff8f22d72a _pthread_start + 137 18  libsystem_pthread.dylib        0x00007fff8f231fc9 thread_start + 13

Developer

Thanks for this info! What version of Mac OS are you running? Also what's your hardware spec (macbook air? mac mini?) and year? I'll try to find a similar machine and see if I can repro it there. Thanks and sorry for the inconvenience.

It's old so, 10.9.5 Mavericks... It's constantly telling me to update... Stats are 

Processor  2.5 GHz Intel Core i5
Memory  4 GB 1600 MHz DDR
Graphics  Intel HD Graphics 4000 1024 MB
Software  OS X 10.9.5 
We've been having a problem with updating though not sure if it's the need to upgrade hardware or what... Either way we can't do it because we were given this computer by a school who later offered a better system because they realized later that they were handing out outdated systems... Their new hand out, Chrome books... SMH... Not better... 

Saving seems to quick save then you can't really save like you want so what deal with that is there where window interface and you save...at leisure or did I get really bad game to start off with I don't want to see like that was bad.


My niece was playing she said it was fun to play I was surprised there not any cat dialogue where cats meowed or anything...she said there something missing like enemies none to speak of just boars to gain some food, she didn't see any fishing...so I have suggestion maybe to cat grass as additional food source something to attain as reward resource or I can't really think of it.

Deleted 6 years ago
Developer

Thank you for the bug report. 

  • Bug report button being laggy - Do you mean it takes awhile for it to pop up after clicking on the button? I'll see if I can make it better, though I'm using the default thing Unity provides. Maybe it's the taking the screenshot stuff that's taking awhile.
  • Camera really floaty - do you know what your FPS is in Level 2? I would have to get your save file (under C:\Users\<your user name>\AppData\LocalLow\Bad Optics\Catadel\savegames) and load it up to see what might be causing a frame rate drop. The assets don't really have a LOD implementation because they're bought from the store. Culling depends on whether you mean occlusion or frustum. Occlusion is probably not going to get us much because we don't actually have walls and stuff (except for the buildings blocking inside of buildings, but that doesn't prevent the worst case performance of walls down anyway)
  • Camera floaty 2 - I did enable camera movement smoothing, which looks bad on low FPS setups. I need to move the camera numbers into options to players can tweak it themselves, in the worst case.
  • Choose citizen option not useable if you try to access number 1 -- Yeah I need to hide it for the first level because there's no one to choose. After you beat the a level, you can being whoever you want into it to visit, which is intentional.
  • Build tab -- Do you have a specific RTS in mind for what the UI experience would be for that? I mean, in Star Craft, I usually select my builder unit to build something, unless there's an overall build button that I'm missing?
  • Rotate building with Mouse 3 or 4 -- I plan to add some kind of a keyboard bindings UI in the future, but it's lower on the priority list
  • I put in a fix for the null ref exception.
  • People getting stuck in circles -- I stopped using the "stop distance" long ago because it didn't do what I wanted. The Unity implementation of it was really unreliable. Usually I see the issue with navmesh going stale, but people not updating their paths correctly. Sometimes it is in the middle of pathing and they get stuck on a bush, which should be a carved navmesh obstacle but somehow the game isn't treating it that way. And yes, I am using nav.isStopped = true
  • People stuck carrying stuff -- Yeah, I suspect it's a timing issue, but the reserve system should be handling it. I think it's a one frame error where it's not reserved and then we don't check again, or something. It's also specifically the case where the two cats are going for the same object, which is also crazy if it's done autonomously because the reserve should handle that too. I just need to let the game run to figure it out, but it'll probably be a full day affair, so I've been putting it off.

P.S. feel free to help with other people if you'd like. I've been heads down in the code lately, so I haven't been as active in responding. Thank you for replying to them!

Deleted 6 years ago

Another Bug Report:


2 errors showed up in Level 2:

NullReferenceException: Object reference not set to an instance of an object<br><br>Assets.Scripts.Components.Motives.MotiveIntensityPairWithBuffs.SetValue (Single newValue)
Assets.Scripts.Components.Motives.MotiveIntensityPair.OverrideMaxValue (Single newMaxValue)
Assets.Scripts.Components.Motives.MotiveIntensityPair.OnLinkedStatChanged (Single oldValue, Single newValue)
Assets.Scripts.Components.Stats.StatData.Recalculate ()
Assets.Scripts.Components.StatisticComponent.ApplyModifiers ()
Assets.Scripts.Components.Buff.BuffInstance.ApplyStatModifiers ()
Assets.Scripts.Components.Buff.BuffInstance.OnAdd ()
Assets.Scripts.Components.BuffComponent.AddBuff (Assets.Scripts.Components.Buff.BuffDefinition buff)
Assets.Scripts.Components.Motives.MotiveIntensityPairWithBuffs.SetValue (Single newValue)
Assets.Scripts.Components.Motives.MotiveIntensityPair.ChangeValue (Single change)
Assets.Scripts.Interactions.Definitions.CombatInteractionA+CombatInteractionAInteraction.ResolveAttack ()
Assets.Scripts.Interactions.Definitions.CombatInteractionA+CombatInteractionAInteraction.OnSwingEvent (Int32 eventId)
Assets.Scripts.Animation.AnimEventTrigger.OnStateUpdate (UnityEngine.Animator animator, AnimatorStateInfo stateInfo, Int32 layerIndex)


NullReferenceException: Object reference not set to an instance of an object<br><br>Assets.Scripts.Components.Motives.MotiveIntensityPairWithBuffs.SetValue (Single newValue)
Assets.Scripts.Components.Motives.MotiveIntensityPair.OverrideMaxValue (Single newMaxValue)
Assets.Scripts.Components.Motives.MotiveIntensityPair.OnLinkedStatChanged (Single oldValue, Single newValue)
Assets.Scripts.Components.Stats.StatData.Recalculate ()
Assets.Scripts.Components.StatisticComponent.ApplyModifiers ()
Assets.Scripts.Components.Buff.BuffInstance.OnRemove ()
Assets.Scripts.Components.BuffComponent.RemoveBuff (System.String key)
Assets.Scripts.Components.Motives.MotiveIntensityPairWithBuffs.SetValue (Single newValue)
Assets.Scripts.Components.Motives.MotiveIntensityPair.ChangeValue (Single change)
Assets.Scripts.Interactions.Definitions.CombatInteractionA+CombatInteractionAInteraction.ResolveAttack ()
Assets.Scripts.Interactions.Definitions.CombatInteractionA+CombatInteractionAInteraction.OnSwingEvent (Int32 eventId)
Assets.Scripts.Animation.AnimEventTrigger.OnStateUpdate (UnityEngine.Animator animator, AnimatorStateInfo stateInfo, Int32 layerIndex)

Developer

Thanks for letting me know. I wish unity builds had line numbers ... 
Does this happen consistently in your save? If so, could you please send me your save? 

(1 edit)

yeah, I think it mostly happens when units are automaticly doing jobs, it seemed to happen when Leandre was fighting alot, I'll send you a save when I can.

also although this was probably unavoidable the AI on the cats is totally screwed up if you load a save from the past update, I haven't tested if this is also the case for the current update yet.


(also sorry if I made a mess of your forum by deleting my past posts, I didn't think it would have "post deleted" still lingering, I was just trying to clear the clutter :P)

Developer

Oh no, please don't delete your past posts. I like the record T_T

The saves made using version 0.3 are supposed to be compatible with each other, so if errors are happening on load, please send me the save. Thank you!

(2 edits)

Alright, I won't delete anymore uwu

also I haven't been able to replicate those errors yet so you'll have to wait till later.

also the thing with the AI may of been a false alarm, 

I forgot how often the cats swarm around the chest, I thought it was a bug :P

btw,  my farmer ran away, should he be allowed to do that?

Developer (1 edit)

It's fine if you can't replicate it -- that probably means it's a timing issue, and those are the worst (blargh). I'd like to have the save still so I can test it on my end. I load up saves a lot, and eventually I'll catch the bug -- it's just a matter of time.

Lol I forgot the farmer could run because he's not a main character. It's technically intended, but since there's no way to get another one right now, it's pretty crappy if he does. Sorry! I'm working on designing a system to get more hero characters.

knock yourself out I guess :P

here

(1 edit)

I thought it was gonna be perfect, everything seemed balanced at first, but nope:

Bugs:

  • You still haven't fixed that chest glitch yet  which is really starting to impede gameplay since they starve because of never having enough resources, perhaps you could clear the activity list if they don't move so many squares in a certain amount of time while putting resources in stock?

Suggestions:

  • The time between it notifying you of someone being injured and dying is far too short, it would be better to be notified of when they are attacked instead.
  • You should have a key for going to the nearest settlement.
  • You should have a key to gather all the warriors, sometimes we have a endless chain of warriors fighting because one warrior didn't get the memo not to fight.

Need any voice actors?

I have a few friends that could probably do pretty good voices for the cats if you're interested.

Developer

lol trust me, it won't be "perfect" for quite awhile XD. (also games almost are never perfect, they just happen to be fine for 99% of the audience). It's an unfortunate reality for game development T_T -- also every new thing I add has a chance to introduce more bugs, so yay.

By chest glitch, I assume you mean they get stuck on each other near chests because they keep walking into each other? Yeah that one will take some multi-facited routing fixes, and I'm hoping to find the courage to do it soon. They DO route fail if they don't move a certain distance within a certain amount of time, but they move ever so slightly past that when they get stuck near the chests so I need something other than that. I also need to push characters out of the area of the storage chest so they don't just stand near it after they are done putting stuff away.

Notification of when people are attacked is on my TODO list. I'll probably do it at the same time as the mini map so you can get a minimap ping when a character enters combat. Unfortunately, I'll probably find a bunch of bugs with the combat situation code when I do that, so yay ...

There's a way to designate your own groups, so you can manually gather all knights that way. You can also double click on a knight to select all knights and squires visible on screen.

Haha I'm still debating if I want the cats to make sounds. Maybe yes to voice actors? Lemme think about it. :)

Thank you as always for reporting these bugs. It's incredibly helpful. 

How I manually fix the bug is usually spamming them to do something else like walking, then the second person who's stuck usually gets that job done after they do their own, truth be told I haven't actually cleared the 2nd stage for two whole updates xD it's just too hard to complete with the current bugs.

(+1)

Im relatively new here. Some feedback i would like to recommend is that food is very hard to come by. Bushes were great at the beginning and i got a farmer, but it takes forever for the food to grow. By the time I realized my city was starving, there was nothing I could do. I dont want anything game breaking, but I would like it if you could add an easier way to get food. Thank you for your consideration.

Developer

Thank you for the feedback! I found some bugs with the farmer that made the food grow slower than intended. I also made food grow a little faster in general in the latest version. You can buy food from the market if you have gold -- although I know gold is a bit hard to come by. I've also made the town application process check that there is enough food before a new citizen will join. This is to give some feedback about how many people your town can support. 

(6 edits)

Review for version  0.4.323

Really love how this is coming along, has some real atmosphere going on.


Bug Reports:

  • The game sometimes gets confused and continues to think you are in a battle. (the battle music sometimes keeps  playing)
  • I upgraded straight from a unfinished level 1 market into a level 2 and the level hasn't given me the ok because of it, perhaps you should change the requirements to be if a level 1 or higher market is present. :P
  • You should really slow down how fast the units go hungry, there never seems to be enough food and it is now much harder to recruit people into your settlement.

I cannot even finish the first level because it's way too hard to find food.

Sugestions:

  • The map could do with being a little more zoomed out.
  • Perhaps have the berry bushes replenish after a few days.
  • The units could do with death animations.

I think roads need some redesign:

Roads are difficult to place.

When the cats decide whether to follow roads or just wander across the terrain is mysterious.

Starting out by spamming a lot of roads give a 5 star town in no time!

In the third mission it is possible to build roads out over the edge, and thus getting roads hovering above the lower terrain!

Developer

Thank you for the report. Roads definitely need some more work. it’s on my long list of to-dos ...

(3 edits)

Review for version  5

Really love the style that has come with this update,  not sure I like how Leandre looks but all the rest are pretty cute. ^ ^

btw, I've been experimenting with AI and would just like to ask if you have any reccomendations of script tutorials for creating a similar AI to yours, I mostly want an AI that can navigate through doors and a Nav Mesh Agent can't seem to do that...

Bug Reports:

  • not sure if this is a bug but the fog resets each time you load up a save.

Sugestions:

  • The town popularity thing is sorta in the way tbh, perhaps it would be better if it was on the top of the screen. uwu
  • There should be a way to instantly select all of your attack type units without having to make a hotbar for it.
Developer

Thank you! I’m sorry it took me so long to reply. Leandra’s got a new skin coming soon.

The doors are actually just navmesh links at the moment. I am using the unity experimental navigation stuff. More info here: https://docs.unity3d.com/Manual/NavMesh-BuildingComponents.html

Fixed the fog save load. Thanks for reporting it!

Town popularity — yeah maybe it takes up more room than it needs to. I’ll tinker with it.

Instantly select all attack type units — hmmm maybe I can add a button or hotkey. I’ll check how other games do it.

Thank you again for the feedback! Really sorry about how long it took to get back to you

(1 edit)

Thank You. ^ ^


heads up btw it seems one of the latest Unity updates  has broken the animator tool, I had to fix a whole bunch of my animators because it started cracking up and  I dunno what to do for it, though this may of just been when I was tired and trying something out, who knows... either case I've taken a few days off Unity as a result because trying to introduce new mechanics into my game is getting hard to do when your animator spazzes out by moving the model to a certain point in the map whenever I wanna see how my animation works. :B

Hi, I'd like to know if there are just 2 levels right now or am I getting a bug. I'd like to know so I can update my viewers on it either way. Thank you so much.

Developer

Hello,

There should be 3 levels total in the latest build 0.5.r16. Are you not able to access level 3 after completing level 2?

Thanks for the feedback!

Ah, I must have missed an update, I have an earlier version installed. Thank you for your assistance. I'll install the latest one and see how that goes.

(8 edits)

Review for version  0.5.r18

Nothing to really add here yet but once I've played up to level 3 I suppose I'll find something to say...

Bug Reports:

  • Leandre died seemingly randomly on level 1, but that isn't the weirdest part, when I clicked New Game after my defeat, it loaded up the map in the state it was in before Leandre died, only there was no cats, this is like right out of a creepypasta. 8D 

Sugestions:

  • Do we even need the small houses anymore?  they seem somewhat pointless, heck most times I start up I remove the default house and replace it with the bigger one, and then add an additional one to atleast hit the population limit of the 4 cats I start with, what would be a nice touch is an upgrade system for houses,  the higher level the architect the more stories a bulding can hold and such.
  • Perhaps you could revise the models for the buildings now that chests are buildings it would be nice to fit them snug onto the side of a house.
  • Is it possible for you to make a house as not collidable if it isn't built yet? way too many cats like to get trapped in unbuilt houses alot...
  • It would be great if you could build two big buildings right next to each other and it would convert it into a tavern. o3o
  • It would be nice to be able to build a town wall and have like archer points to watch from, and guard points at the entrances, if it did have walls then you could have the game play in the background while you wait for them to gather stuff in the surrounding area. o3o
  • A miner would be a nice addition, it would help add more rock to the game without many workarounds,  maybe it could have a mineshaft search the surrounding tiles for a value of it it had been mined, or even better, add an underground area underneath the standard mesh it would certainly be a good way to be able to get rocks without worrying about surrounding mobs.
Developer

Omg that empty level 1 is hilariously scary. I'm working on a number of scene loading bugs so hopefully that'll fix it when those changes come out.

  • Small houses -- I am going to make them a little faster to build and see if that makes them more interesting. From a pure gameplay perspective, they seem to not be useful, but I've seen a number of players use them. I think I'll need to do a poll to figure out what the audience is like for this game. If there's a significant number of people who like to just build villages, then having building variety will be more important. I do want to add the ability to upgrade houses and like a mansion in the future.
  • Able to build storage directly against a building -- I'll see what I can do.
  • Buildings not collide-able if not built -- I made a fix that teleports people out if you put a building on top of them. Hopefully that fixes the people being stuck problem. 
  • There's already a tavern that can be placed by the farmer, but it's probably confusing to find it. Two big buildings merging -- maaaaybe. There's some technical questions involved -- like how they need to be oriented for them to be valid to merge, etc. It's easier to just make the player put down a bigger one, but that costs resources to tear down and build back up, which players might be reluctant to do. I'll need to think some more.
  • Walls are something I would like to add. I need to fix up the road tool to be better because walls would use the same tech and right now the road tool is just not easy to use
  • Mining -- I need to design this one more. Mining rocks in the world is easy, deforming terrain would take a lot of time to implement. Mining into the side of a mountain ... maybe? 

Thank you for continuing to offer suggestions/bug reports!!

(1 edit)

New Bug Update

I didn't really mean for you to deform the terrain tbh, I more meant there would be an object that latched onto that part of the terrain and would then pick values at certain coordinates within a certain radius  to say how much rock was left in that spot, as for my other idea in underground traveling. I dunno what that would require, probably would involve deforming the terrain...


Anyway, decided to play some more of this update to see what else I could find since I never made it past the first level on the first try.

There are a bunchf errors relating to moving towards and away from an enemy, the errors I marked occured more than once throughout many playthroughs.

Bugs/Errors:

Error No.ContextCause
Error 0: Wild Boar(-52724323)'s route is being counted as success even though actor never reached requested destination: (179.2, 0.0, 204.0). It is 7.938799 away from that<br><br>occured when Leandre was on his way to beat up  the last boar on the first level .
Error 1:Route Request Callstack: Assets.Scripts.Components.RoutingComponent:RouteToLocation(Vector3, Single, GameObject, IRouteCallback, RouteOptions)
Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:SelectCurrentRadialDestinationIndex() Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:SelectDestinationAndRequestRoute() Assets.Scripts.Components.Routing.RoutePlanner:ExecuteRoute(IRoutePlanOwner, RoutingComponent, ReferenceType) Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:ExecuteRoute(IRoutePlanOwner, RoutingComponent, ReferenceType) Assets.Scripts.Interactions.Definitions.<Run>c__Iterator0:MoveNext() Assets.Scripts.HelperClasses.<RunThrowingIterator>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Assets.Scripts.HelperClasses.CoroutineUtils:StartThrowingCoroutine(MonoBehaviour, IEnumerator, Action`1) Assets.Scripts.Components.InteractionQueueComponent:Update() <br><br>
Followed after error 0.
Error 0: (I played another new game. )Route Request Callstack: Assets.Scripts.Components.RoutingComponent:RouteToLocation(Vector3, Single, GameObject, IRouteCallback, RouteOptions)
Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:SelectCurrentRadialDestinationIndex() Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:SelectDestinationAndRequestRoute() Assets.Scripts.Components.Routing.RoutePlanner:ExecuteRoute(IRoutePlanOwner, RoutingComponent, ReferenceType) Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:ExecuteRoute(IRoutePlanOwner, RoutingComponent, ReferenceType) Assets.Scripts.Interactions.Definitions.<Run>c__Iterator0:MoveNext() Assets.Scripts.HelperClasses.<RunThrowingIterator>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Assets.Scripts.HelperClasses.CoroutineUtils:StartThrowingCoroutine(MonoBehaviour, IEnumerator, Action`1) Assets.Scripts.Components.InteractionQueueComponent:Update() <br><br>
occured when I was simply moving a villager out of the way of a boar.
Bug: market floor tile undefined.
Bug: Ongoing BattlesMusic continiously plays and the threat stays on the map, this also leads to the knight never healing.
If you run away from a fight the battle technicly doesn't stop.
Bug?:
No Harvesting.
If the crop patches aren't built in a specific way they can't be harvested, despite how they look like they should be able to be harvested from all sides.

Suggestions:

  • There is a great lack of food on the first level, by the time you get to 6 cats the food runs out way too fast, also it would be great to let the player know somehow that you can buy food at the market, took me a while to remember that the market can be an alternate food source. :P
  • Have houses naturally build in the rotation of the camera.
  • I don't see a download link for your game anywhere on your new site,  the closest thing I could find is a link leading to the forums. :P
  • You should reallly be able to select a specific job a vllagr can do, like you could set one to primarily look for rock, or another to look for food, anways I figured that would be neat, it would also help if you could see the activity that a said unit is currently working on in the population roster.
  • It's kinda awkward how you always start with less capacity on your cat roster than the amount of cats you start with on each house, you should atleast have houses for the current amount of cats you are allowed to start with, also the tavern could do with the ability to store more cats than just 2 in my opinion.
  • I think apprentices should be able to step down from their career.
(5 edits)

Review for version  0.6.r21

Nice to see you fixed quite a bit ^ ^ I was rather convinced it would take you some time to get rid of half the bugs this time. uwu

btw the game performance is a tad slower than normal ^_^; just thought I'd throw that out there.

Bug Reports:

  • With the farmer, you can actually lose out on choosing a skill if you hit escape upon leveling up.
  • It's hard to tell if farmers even have skills due to the fact they have no way to communicate this.
  • More of an oversight than a bug, the floor tile on the market place is unnamed and thus just appears as "%TitleText%"

Suggestions:

  • A bit of a large leap but a character creator for one of the cats would be rather cool, it would also help find an excuse to put you into an introduction to the story as your character is being hired. if you do go this route what would also be neat is making this cat controllable like mmo style.
  • A load button would be nice.
  • I could argue there are slightly too many enemies on level 2, but they are managable if you're careful, still something to think about.
  • The game could do with some sort of gatherer skill, so a certain cat can carry more resources back than the rest.
  • More instrumental music, I've left a few suggestins for songs that you could take inspiration from.

Music Suggestions:

Developer (1 edit)
  • Perf -- I'll look into it. Is there a particular time / place when the perf gets bad or is it across the board? (Ex: perf during combat? Perf on level 2?) Also, I assume you're talking about FPS?
  • Farmer skill -- Okay I am fixing it so you have to accept before the skill is chosen. The farmer should get extra abilities depending on which skill you chose (but if it's the Brewer skill, it's only one extra ability ATM which is the Tavern)
  • Market Place floor tile - Oops, I forgot to fix this last time. Will fix in next patch
  • Character creator - I actually have a scene that will do this right now. Might not be too bad to add one in, though I'm trying to figure out how to set the created characters starting stats without it being too OP lol
  • Load button from the esc menu? I'll see if I can work one in.
  • Level 2 enemies -- Yeah I keep pruning them down over time. (the pack of 5 boars from the original release is gone at least haha) I'll prune some more.
  • Gatherer skill -- I might make some of the items stack higher. I feel like 6 wood is a pretty large stack -- at least visually. I'd like to fix the "one item left behind because some villager decided they wanted to pick that up instead" bug and see if that makes things better. But I've also toyed around with the idea of maybe having a profession talent to make that cat and their apprentices be able to carry more. It's on a bucket list in my head somewhere lol
  • Music -- I actually got a composer to create original music but he's been busy with his other work so new songs will take a little while longer. The music right now is temp stuff I got from an asset pack. 

Thanks again for the feedback as always!

Yeah, fps feels slower, I don't have an fps counter or anything but you kinda get used to how things should feel when you've tested the same levels over and over xP it's just the game overall really, unless of course I'm imagining it, which I guess is always a possibility...

Developer

If you press Ctrl + R, a green FPS counter will show up in the upper right corner. Can you run an old build (and tell me the build number) and tell me what FPS that has versus the newest build on your machine? That way I can pin point it to be caused by a change between 2 ranges. Thank you!

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I've never done the technical tests before so I dunno if I did it right, but this is the average for a new save on 0.5 and 0.6.


0.5 where it averaged between 10 and 11


0.6 where it averaged between 8 and 9


though mind you I haven't exactly got the best computer, it always a bit lackluster when I try to run games in 1080, though it's still playable ^_^;


Developer

Thank you for this! It's very helpful. According to your computer rating (which is a 6.06), the recommended Quality setting should be "Good" for your set up (I'm adding some "recommended" text to the graphics settings in the next update). Could you try setting the quality to "Good" and let me know what the FPS difference is between 0.5.r19 and 0.6.r21? Thank you so much for doing this. It's super good data

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Alright, changed to "Good" harder to get a good reading here, 


0.5 keeps bouncing between 22 and 25.

0.6 is anywhere between 18 and 22.


just leaving a comment here incase you didn't notice me editing my last post the next day.

Developer

I did! Sorry I didn't get a chance to respond yet. I will look into this. Seems like something definitely reduced the framerate. Hopefully it's not the hats XD

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Review for version  0.6.r27

Everything seems well balanced, nice way to be for preparing to move out of the beta stages. ^ ^

Bug Reports:

  • Reselecting a level two levels later doesn't work as intended,  since the level only lets you load the cats that were left behind it doesn't allow you to add cats to a scene.
  • The unit highlighter doesn't seem to work.

Suggestions

  • Since you can view what food you have in storage, it would probably be sensible to add a filter tab so later on you can see them nice and categorised.
  • While we're at it the shop could do with a category system too.
  • I think resources should be made somewhat universal to all levels, or atleast allow other scenes to be able to influence your current resources.
  • The ability to tweak the music and sound effects would be nice, alot of gamers prefer to play their own music ontop of playing a game, but as things are now you have to quit just to toggle these settings.
  • Upon tabbing out I think I found one of your developer functions ^_^; the UI has vanished, um, help? xD also this gives me an idea, an option to go into a more minimalist UI would be kinda cool, as theres so much clutter it makes it hard to appreciate the view. uwu
  • The architect cap looks kinda off on the UI portrait because the feather is missing.

Two bugs to report! One, a big queue of cats sometimes gets stuck in front of the chest in the windmill trying to both put stock away and get food. 

Also, one time the camera got stuck in top down mode and I couldn’t fix it so I had to start a new game. 

Other than that I’m loving the game! It’s so cute and  fun to play! 😸

Developer

Thank you for the report! Do you still have the save file where the camera Stuck? I would like to have it to help with debugging.

How do I find the save file?

Developer

I see your user report. The save files should be under:

/Users/[yourUsername]/Library/Application Support/com.Company.ProductName/savegames/

So "com.Company.ProductName"  is supposed to be Bad Optics/Catadel but I might have not specified that correctly in the build so it might just be under a folder literally called "com.Company.ProductName". 

You can check which save is the one you want from the load save dialog (it shows the name of the save folder there). Zipping up the save and sharing it to me via google drive is probably the easiest way. I'm working on adding a way to upload your save with the user reporting dialog in a future update.

Please let me know if you run into any issues/have any questions. I would really like to see the save!