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Soulash

Soulash is a fantasy roguelike where you play as a forgotten god set on destroying the world. · By Artur Smiarowski

Fresh batch of bugs and minor issues (0.2.4.1)

A topic by Rebelbeta created Jul 07, 2019 Views: 291 Replies: 14
Viewing posts 1 to 5
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Fresh crunchy bugs!

1) At Anheluna enemy spawned in a closed off gap between the left side buildings and the tree wall. It was definitely something stuck but I felt it was beneath a fallen god to find an axe to let it out :P

2) At Pryg Goblin Warrior spawned on top of a chasm tile and could not move.

3) After about an hour and a half session the zone Gnelm River south of Kabula seemed like it failed to properly load. The entire zone was black like a null tile and trying to enter blocked with the "Only death awaits you here!" message. I'm primarily on an older system (It was beefy in 2008 :P) and wondering if it could have something to do with an aging hard drive with slower disk speeds.  Exiting to desktop and reloading seemed to fix the issue entirely.

4) Explosion (Level 5 Universal) doesn't contact any entities, enemy or player. Successfully selecting a target with it is finicky for some reason at close range, and when selected the animation triggers centered on the player, hitting nothing and leaving no combat log entries.

5)Archer NPCs on the main world floor seem to run out of arrows after hanging around in nearby map zones long enough leading to them consistently fleeing in combat. I'm not sure what they were using them on as these were fresh targets for me and there doesn't seem to be any creature/enemy infighting that I'm aware of at this point. I have seen some strange behavior like after moving in a tight corridor, a ranged enemy can seem to get a shot off without Line of Sight through a tree or wall, or is that happening in a turn before the movement occurs and it just gets animated roughly at the same time? Could they possibly be firing at the player from way off camera and missing?

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1 & 2 I'll look into that.
3. It's probably unrelated to the hard drive. I hit that yesterday while playing the cultist. I'm trying to figure out what happened, oddly enough it was Kabula and map to the east for me too.
4. I'll see what's up, probably targeting of this ability is incorrectly set up.
5. I've noticed that one too. This one might have happened after I added clearing the invalid items that resulted in crashes. When enemies spawn with arrows in the backpack, it seems to lead to this issue, but it's ok when they have it in the ammo slot right away. I'll be doing some testing today and try to fix it for the next minor patch. 

A few more;

6) Using a ranged attack on Tamed Green Dragon, enemy did not attempt close the distance to hit with dragon breath by just one tile allowing me to kill it without taking a single hit.

7) At Cinder Keep an enemy spawned inside the walls there as well, couldn't find a way in so I assumed this was unintended.

8) Despite some of these inaccessible spawns, I'm now pretty certain I've run into the false positive red-tile enemy awareness indicators. Saw a few that happened within my field of view that were isolated, single blips with no NPCs in sight. It seemed the game would stutter a little when this occurred, maybe an issue with loading/unloading zones?

9)Equipping a two handed weapon in the shield slot allows you to switch it with a one handed weapon into the shield slot but not the other way around (2-hander to sword slot doesn't allow you to put a shield there) so it seems like one of these is unintentional. Doesn't break anything that I could tell.

10) Elven Wardancers consistently damage themselves with blade dance ability, which seems off.

Finally less an explicit bug and more corroborating some of the performance issues when having uncovered a large area of the map. Stuttering is not too bad on the main screen though I have messed up inconsequential moves a couple times as a result of it. The main thing is that the map slows to a crawl trying to pan it around. Moving to a different Z-level with little uncovered and it goes back to perfectly smooth.

6) I'll check it out, might be some AI difficulty to position for cone ability properly.
7) I tried to reproduce the goblins on chasm a couple of times but without any luck so far. In the case of the Cinder Keep, it should be easy to fix as there are walkable tiles inside the walls.
8) It might be the reloading zones. I have it on the list.
9) I'll have it fixed in next update. Shield in the main hand slot causes crashes in the current version.
10) Do they hit themselves or other wardancers?

The stutter during the main play, I have to optimize save files a bit more, I'll sit on it next week. There are a couple of issues with AI inside infinite loops in the 0.2.4.1 that caused slowdowns, but I have it resolved in the development build already and made a couple of smaller improvements.
As for the world map, I've written it very inefficiently. Optimizations will take significant time due to my lack of knowledge, so I've been pushing it a bit for later.

10) They were hitting themselves with the ability. Looked like the same thing as lunge before where radius was not excluding the source of the ability. I pretty much only ran into them in isolation other than the grey archer enemies that are near them in the southwest near swamp so I didn't get a chance to see the ability interact with multiple npcs.

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I created the army and figured out the chasm issue. It turns out goblin spawned  on a stalactite above the chasm. I'm tempted to leave it in the game. :)


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That's exactly the spot it was in :P I think if you do it should be at least flailing around wildly and screaming gibberish at the king lol. I see no bugs here, only features.

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Probably last batch under this version as I've almost finished exploring except for 3/4ths of the capital. When I'm done with this run I'll post another feedback writeup for ya with more focus on current lategame impressions etc. 

Minor issues and confusing things:

11) When at max weight can equip and remove +strength equipment to carry beyond max weight limit. Limited utility for cheesy strategies in practice but I wasn't sure if you weren't aware of this or just haven't resolved how you want to handle it yet.

12)Stairs at the Alchemy Guild tower in the southwest swamp were confusing/counterintuitive for me and I ended up getting stuck in a loop going up and down till I shift looked at where I was going. Didn't immediately realize I was going up a tower as opposed to down into a basement. I feel like the top floor stairs ending in a bed tile was part of the issue. Maybe I just had a brain fart or am just getting old lol.

13) Vampiric touch at higher levels (maybe early ones too? I wasn't paying attention >_<) occasionally heals more than the 50% damage inflicted. Once hit for 26, healed 20 damage, once hit for 18, healed 10. Guessing it's not factoring in for enemy resistances? It additionally will heal for more HP than the enemy has when it's being killed which honestly some other caster players might disapprove of me even mentioning :P

14)Leather boots (Not High Boots) aren't learned after salvaging, have no percentage chance to learn in the log and no crafting recipe found. Unsure if intentional, not, or just hasn't been gotten to.

Also I'm kind of confused by what's going on in the crafting menu once you have all of the slots filled and keep learning recipes. Are the icons shrinking slightly to fit the new recipes like it seems or am I losing my head?


Edit: Almost forgot, I captured a few unique instances of the text log failing to wrap over. Sorry for craptastic potato phone quality but you know my problem with print screen. I'll probably look around and see if a screen grab app will work around that issue later.




The meteor shower one is easily reproduceable but of course the top and bottom ones have instances of them working and not working properly.

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11) I have a task somewhere to add a negative effect when overweight.
12) I'll check it. After the issues in the arena, I got an idea to display the bottom level, without the ability to interact but to see what's going on there. It requires quite a bit of work, so I pushed it, but it would look much better than the blackness.
13) I'll check it. :)
14) Every salvageable item should be possible to learn. I'll check what's up with the boots. Try to filter your crafting recipes and see if they are not hidden somewhere.

The crafting screen could probably use a slider and more slots, it might be that when you have too many recipes, they won't be displayed, but you can filter by the name in the top left corner.

Edit: Thanks for the screens, I think I've figured out the issue with wrapping and it should be resolved in v0.2.5. :)

12) I think that'd help a lot, can see how climbing something like a tall spire might get even worse without some kind of orientation and I think it'd mesh with the existing visual style greatly. 

14) Wow I didn't even realize there was a filter search, I need fresh eyes lol

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14) Probably could use a "Filter" word there or "Find by name".

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Just checked by searching and I have learned the recipe just not appearing on the tiles available, so you can cross that off at least :) Thanks!

I lied, one last one :P

Flame Sword is classified as Mace

Too many items. :)
I'll fix it, thanks!

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In v0.2.5:
- I reworked some of the maps where enemies could spawn in unreachable places.
- Added new explosion animation.
- Arrows on AIs shouldn't be an issue anymore.
- Dragons now walk into range of their abilities.
- Shield in the proper slot and related crashes has been fixed.
- Elven war dancers now hit as they should.
- Message wrapping fixed.

The rest will probably come in v0.2.6.