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Axu

An open-world graphical roguelike. Still in development. · By Cynapse

bugs and thoughts about experimental v0.7

A topic by Failnaught created Sep 14, 2018 Views: 442 Replies: 5
Viewing posts 1 to 6
(1 edit)

Hi there, it took a lot but you finally released an update, I`m very happy to see that lol

Anyway, as i`m playing the game, I`ll be updating this post with new bugs i find.


1 - Keep reviving after dying in the  Last difficulty(which i forgot if it was named Hunted or Hard, but whatever lol)

Like the title say, I choose the last difficult,  but i keep reviving after i die, as if i was on the first 2 difficulties.

2 - Doors are being generated at the very diagonal

I know u can still access it by moving diagonally, still this is kind of dumb.

This also happened on an dungeon, that the hall where the stairs where only accessible by moving diagonally. 


3 - The limit of the floor of a dungeon sometimes don`t generate walls



4 - ``Summon Echo`` don`t work and triggers an exception

It is the exception showed on the image above.

5 - Furniture are being overlapped



6 - Ranged Weapons don`t work

I tested this for Hunter Rifle (not sure if that was the name of the weapon), Pistol and Short Bow

In all cases, "you had infinite ammunition", the gun could still fire even without ammo and there was no need to reload, however, the bullet didn`t dealt any damage, it just passed through the mob no matter how many bullets you fired.


7 - I was surrounded by bandits but there wasn`t any bandit in the map after i refused the deal (this always happen)

>So, will u accept the deal?

>Nop

>Sure, let`s go guys, Thanks for your time and have a nice day!


That`s all for now, i`ll probably be back later with more bugs, Thanks for coming back!

Thanks for the reports! Some of those, like the diagonal doors aren't bugs necessarily. I do agree it looks/feels silly though. Very strange how the stairs generated at a diagonal. That should hypothetically be impossible. Perhaps it was part of another branch of hallways? It's hard to say. I'll look into that regardless. 

For the bandit ambush, are you using the mouse or keyboard to make your selection? 

Went ahead and fixed most of them, and will upload a patch when I've found out what's causing the ambush glitch. (If I can) 

Hello Again, i'm back again.

First your question.

>For the bandit ambush, are you using the mouse or keyboard to make your selection? 

I don't remember how it was when i was as a "Fool", but in my 2nd gameplay, as an "Experiment", this happened again and i tried both, first on keyboard and then on mouse, but both failed.


I think i f*cked my first gameplay by killing an important NPC, It kinda suck how you can't advance the quests if you kill them, still, thanks to that i created a new start and here is my report.

1- My load was properly deleted after i died at hunter difficulty this time. Tested this many times with the "Experiment" character and it always worked like expected, so i'm not sure why i kept reviving before, it could be because i choose "Fool" as char, or because it was my mistake and i actually took an easy difficult and misunderstood that.

 2 - Something i noted was that now the characters don't have the prisoner inhibitor anymore, not sure if it was on purpose or if it's a bug so i'm reporting it.

3 - Problems with some skills

  • Gore skill trigger some Exception
  • Summon Stritter trigger another Exception
  • Heal skill does nothing, it doesn't consume MP, it doesn't heal, it also doesn't trigger any exception.

4 - The "Return" skill is missing at the bedroom at your house


   

5-These gray tiles are actually building, like a village or ruins, they usually turn like this after i enter and leave them, but not all buildings turn grey, so i'm not sure the cause.



6 - Random quest ! mark, i also checked to see if there were something there, but just water from the ocean.

That's it for now, Thanks m8

 > "I think i f*cked my first gameplay by killing an important NPC, It kinda suck how you can't advance the quests if you kill them, still, thanks to that i created a new start and here is my report."

Yeah, it's best to keep named NPCs alive. I don't know if there's any reasonable way of making the story continue without select NPCs, so that'll have to stay for now. Otherwise it would have to be invincibility for them like Oblivion and Skyrim. Not a fan of that, personally. I'm open to suggestions though.

 > "it could be because i choose "Fool" as char, or because it was my mistake and i actually took an easy difficult and misunderstood that."

Quite possible. I haven't been able to replicate it. Might have hovered over another difficulty with the mouse by accident. The Fool doesn't have any special resurrection rules, so I doubt it's the felony selected.

> "characters don't have the prisoner inhibitor anymore, not sure if it was on purpose or if it's a bug so i'm reporting it."

I got rid of the Inhibitor since it was confusing players. I liked the mystery, but it didn't add much to the game.


Thank you again for your continued reports!

(1 edit)

So I advanced more and found more things to report.

1 - So the game 2 main cults that offer quests, I'm bad with names but it should be clear enough if i call them Blue and Red cults.

If you advance the quests of the red cult, it should be a time when they ask you to kill an character named Oromir, however, unlike the previous ver (0.64) this time there weren't any quest registered at journal, I haven't test to go to his castle though, to see if it's open.

Another important thing is that when you reach this "Fake Quest", you also can't advance the blue's quests, this because they turn aggressive and start attacking you as soon as you get closer.

So in other words, I lost track of the main quests and can't go back to it again.

2 - So it seems that i keep getting the wrong trait of the 3 traits that i chose when you level up. The last time was when I chose using mouse, so I suspect this was the problem.

3 - More like a question, but sometimes, usually when you kill an important character, you get a message in purple that the world is somehow more obscure,  does this has any special meaning? I didn't felt that the monsters were stronger or that the drops were better.

4 - When you use living weapons, sometimes the damage roll doesn't gets better when you level up the weapon, I wonder if this is on purpose or it's a bug.

5 - I once keep deleting and starting my game to find a good combination of limbs of the "Experiment", but from what i tested, the char never have 2 or more arms, unless he has the Extra arm trait, can this be a bug or it was just coincidence from my few tests?

6 - I managed to get a Leg with Strength(5)

This was done using the surgery kit (the item, not doing it directly with a doctor) in the extra arm you get from the quest that asks for 4 limbs. I thought I could change the bonus from that extra arm with a better limb, so I used the surgery kit on that arm, but when you do that, you lose that arm but the limb is consumed on the next body part, which was a leg.

7 - Not a bug or any problem, just wanted to say that i think it is freaking amazing that you can freeze a water path using Ice beam magic.

8 - Is there some kind of end dungeon with really strong monsters? I'm kind lost on what to do when I can't proceed with the main quests, if at least there some kind of content meant for high level character...

9 - So after playing this new version, It seems that the merchant can now refresh what he sells, unlike the previous version iirc, and that seems to be done daily. however, it's kind of hard to keep track of the time in the game, since you are mostly in dungeons where the daylight doesn't matter, so i wonder if there is any way to know the time, like a watch or a clock.

I'll be back if i find more things, thanks m8.

> "however, unlike the previous ver (0.64) this time there weren't any quest registered at journal"

Just checked on the data file, and you're totally right. It wasn't linked to the previous quest (oops)

> "message in purple that the world is somehow more obscure,  does this has any special meaning?"

It slightly increases the overall danger level of the world. Similar to gaining one level, or letting a single day pass. I'll have to make the consequences more apparent and dire for those who choose to forgo the main quest line. (Or just want a challenge)

> "When you use living weapons, sometimes the damage roll doesn't gets better when you level up the weapon, I wonder if this is on purpose or it's a bug."

Definitely a bug. Unless it's above max level (10 I think) then it should always gain attack power.

> "the char never have 2 or more arms, unless he has the Extra arm trait, can this be a bug or it was just coincidence from my few tests?"

Seems like it should be possible to get more than 2 arms or legs upon start without the Extra Arm mutation. In any case, I've simplified the list of extra limbs a little bit to give an extra chance for arms. It's even with all the other slots. I can see rerolling that to be tedious too. Perhaps in the future you can reroll your limbs, stats and mutations with this character in the character screen to save the trouble.

> "I thought I could change the bonus from that extra arm with a better limb, so I used the surgery kit on that arm, but when you do that, you lose that arm but the limb is consumed on the next body part, which was a leg."

Oh haha, the Intrine Arm is an external limb that doesn't need to be attached to a stump. It floats around you so all you need to do is attach it from the item menu. That would explain the weird behavior. I do need to make that more explicit. That's a very reasonable assumption that you made.

> "Not a bug or any problem, just wanted to say that i think it is freaking amazing that you can freeze a water path using Ice beam magic."

Thanks! I had planned for more interactions like this, but haven't gotten around to them yet.

> "Is there some kind of end dungeon with really strong monsters?"

Not yet. Axu's biggest flaw is its lack of endgame scaling content. I'm slowly adding more formidable foes, and hoping to create a few high-level dungeons for the player to explore.

> "it's kind of hard to keep track of the time in the game, since you are mostly in dungeons where the daylight doesn't matter, so i wonder if there is any way to know the time, like a watch or a clock."

Not yet, but I absolutely agree. The only thing holding me back from this is my lack of artistic skill. I suppose some kind of bar by the map might suffice for now.

Yet again, you have my thanks for the extensive testing! :D