Herein dump erroneous experiences for consideration; thank-you for your time.
Accursed NEETdom RPG. · By
Some issues for the [REDACTED] zone
The BIG one - Releasing the Tunguses, leaving the zone, and then re-entering will imprison them again, softlocking progress as their release switch is then stuck.
And a couple minor things that might not really be fixable or worth it.
The Oculords get stuck in terrain really frequently due to their bouncing, forcing a reload of the area (which is what led me to discover the first bug lol)
The TOOL CUBE seems to have weird pathfinding here. In other areas it does a pretty good job of following the same path taken, but here, even at high level it gets stuck very often and seems to "stick" to the player but not actually follow them like in the other zones.
The "spiral" area seems to respawn the bones nearby on re-entering. Not sure if this is intentional, though if it is then sweet, it's been great for collecting AGE.
Also, this area has my favorite music so far, love it!
[REDACTED] is a great find. It's exactly what you said, so I put a case for If Pulled [REDACTED] Lever, upon re-entering [REDACTED].
TOOL CUBE pathfinding might come down to how many invisible events might still Forbid Event Overlap, it's something I think collides on occasion. Chalk it up to swamp being difficult terrain? At least you can summon TOOL CUBE to your side.
The [REDACTED] sure do get around, but I've never lost enough to warrant a reset as it were. They all respawn far to the West as you slay them, so I most often find it's hard enough just tracking them down.
I'll reupload the installer with these new fixes, and cheers, good observations so far.
I had a look and it did not remove from party at the RESULTS, and while there were HOME chat cases for results of 2+, there weren't any for 1 (presumably forgotten since it is a "negative" state, as it were, absence of being there at all.)
That's another good find, and I'm glad that the dialogue gave away the error.
2 Minor possible bugs in [REDACTED] related to the polyps when faced without enough resources.
Gur FJ Cbylc (K3,L1 vs zl unaq qenja znc vf pbeerpg) fnlf vg fraqf lbh Jrfg, ohg frrzf gb fraq lbh AR gb K6L2)
Gur FR Cbylc (K8L2) fnlf vg fnlf lbh Rnfg ohg npghnyyl fraqf lbh Jrfg, naq vs lbh gura fheirl lbhe fheebhaqvatf ba gung fcbg vg frrzf gb or vasbezngvba sebz gur GRKG QRFREG vafgrnq. Zbivat bss naq gura onpx ba svkrf guvf.
Couple small potential hiccups
Ba Qrngu Gbjre 2 sybbe 4, gur neenatrzrag bs gur qrnq znxrf vg cbffvoyr sbe gur onpx ynlre gb or fghpx naq [VANPPRFFVOYR] sbe gur Penira Pneivat qhr gb gur jnl lbh chfu guvatf. V guvax vs lbh zbirq gur pragre fcnja cbvag gb gur obggbz evtug ol gur qbbe vg fubhyq nyybj sbe serr fuvsgvat bs nyy gur obarf nf arrqrq.
Vg qbrfa'g frrz yvxr lbh npghnyyl arrq gur Pelfgny Funeq sebz gur gerr gb znxr gur Pelfgny Oynqr, nf V jrag guebhtu 2 qvssrerag cnguf, bar jvgu naq bar jvgubhg, naq gur raq erfhyg jnf gur fnzr.
I've moved him, but I do know the bones can be moved out of very tight spots by moving around a lot, sometimes they will "follow" you into a square, opposite the push. Hopefully it works better now.
It seems the item isn't checked for in the parallel event, because removing it would end said event. I'll have to figure out a solution yet, but you detected it correctly. Edit: I made an adjustment to how it tracks the ITEMS required for the result.
Not sure if this is a bug, and honestly it kinda works as an eerie event even if it is, but I thought I'd mention it.
YBFG TVEY nccrnef va gur pragvcrqr nern rira vs lbh unira'g pbagnpgrq ure ivn cubar lrg vs lbh'er ubyqvat gur tynvir. Rdhvccvat naq hardhvccvat vg jvyy znxr ure nccrne naq qvfnccrne ng jvyy.
Hi, I have finally begun my trek through 1.0 a short while ago, and have just encountered what appears to be a serious anomaly. Take a look... [THANK-YOU]
(Possible spoilers in this clip for nondev passers-by but due to the nature of the game I can't specify exactly what. This is right before the fifth omen, in my case, for possible reference.)
I just met him, wasn't aware he had any activities. I believe it was straight after his "shouting at void and then apologizing for it" dialogue. Tomorrow I'll reload an earlier save and check what happens in detail. If it helps, I'm fairly sure picking up the GLAIVE pauses the puffspam, but it resumes as soon as it's dropped. I could try walking away some distance while it's active to see what happens (it slows down your walking pace a lot as the game is constantly sending dialogue pop-ups.
I'm hoping this CANE might come in handy with the BLOOD SWAMP, because I am not being warmly welcomed lol.
How he works is when he is "puffing" he is counting down until he becomes conversational again.
What I will do in an attempt to mitigate your issue is I'll leave him looping the puffing animation until you speak to him again, instead of being on a timer which is, as you say, likely interrupted by wielding the GLAIVE. Thus he should "puff" until you speak to him, no timer involved. It should allow him to flipflop without breaking anything. I haven't reproduced your actual bug, but I can sort of see why it would happen in any case.
Hello! Back with some VERY minor bugs that may or may not even be bugs, but I haven't really noticed anything else. Virtually none of these really even need fixing TBH, but I figured I'd run them by just in case. Also, I haven't downloaded any new versions after your big bug fix version, so if any of these were changed but unlisted since then I apologize for being redundant!
1 - Vg nccrnef gung gur nern jurer gur pelfgny jnyyf nccrne jura gur tneqra vf pelfgny jvyy oybpx gur puvccvrf cngu jura yhevat gurz jvgu frrqf. Ng yrnfg guvf vf jung V nffhzr vf unccravat, nf gurl zbir irel fgenatryl naq nccrne gb trg fghpx ba fbzrguvat jura gelvat gb trg gurz bire gb gur gnoyr sebz gur evtug fvqr bs gur lneq.
2 - V'z hafher vs gur genafsbezrq UBZR zrepunag vf fhccbfrq gb riraghnyyl qvr nsgre orvat fghaarq ol gur "tybjvat" irefvba bs gur gbby phor naq uvg jvgu gur Tynvir rabhtu. Gur erq fynfu rssrpg qvssref sebz zreryl fpnevat gurz njnl jura gurl ner abg fghaarq, fb V jnf jbaqrevat vs gung jnf znlor fhccbfrq gb or n ybatre, fyvtugyl zber qvssvphyg irefvba bs trggvat evq bs gurz jvgubhg gur Pybl Pbzohfgvoyr be fbzrguvat.
3 - Va gur yvoenel, gur grkg uvag V nffhzr vf nobhg gur Pelfgny Oynqr gnyxf nobhg n tbyqra oynqr vafgrnq. Hafher vs guvf vf vagragvbany gb yrnir guvatf n ovg inthr (gbgnyyl svar) be n erzanag sebz fbzr cerivbhf qensg be fbzrguvat.
4 - Gur enoovgf va gur Lneq jvyy serdhragyl nyernql or zrng jura ergheavat gb UBZR. Ubarfgyl, sbe gur ybatrfg gvzr V nffhzrq guvf jnf vagragvbany, nf vs gur enoovgf jrer orvat xvyyrq ol gur Lneq'f qnatref juvyr lbh jrer njnl, ohg V'z hafher.
5 - Abj guvf vf gur npghny ovt oht bs gur yvfg, ohg V unir orra hanoyr gb ercyvpngr vg naq nz abg rira fher ubj lbh jbhyq tb nobhg svkvat vg. Jura va gur Pbyhzonevhz, V fbzrubj tbg fghpx vagb n fbeg bs "abpyvc" zbqr gung yrg zr zbir guebhtu nyy bofgnpyrf, rarzvrf, naq greenva naq frrzrq gb nyfb vtaber gevttref nf gur zhfvp fgnlrq gur fnzr nf V zbirq orgjrra gur gjb unyirf. Gur bayl cbffvoyr rkcynangvba V unir vf gung V jnf pnhtug ol na Natry ng gur RKNPG zbzrag V gevrq gb cvpx hc zl Tynvir, be gur Tynvir svavfurq vgf "fcva" juvyr V jnf fgvyy va gur "orvat pnhtug" cnhfr naq gevrq gb or cvpxrq onpx hc evtug nf V jnf erfcnjavat. Ntnva, rkgerzryl inthr, naq vg frrzf rkprcgvbanyyl ener naljnl...
Glad to see some other folks managed to fish out a few bugs as well!
I changed how jumps operate as I believe they are the source of your clipping issue. I believe it is something about being caught by an ANGEL at the exact moment you landed from jumping over a fence, respawning before the jump had "completed".
I went over a great many jumps in an attempt to remedy this issue.
Interesting that the RABBITS are sometimes dead, couldn't presently say why. Chippies might be pathfinding like TOOLCUBE to a degree, bumping against (invisible) events. I blame their animal senses making them nervous, which I suppose they well should be.