So I've gone through some of the 0.3 release and found a few bugs/oddities, nothing major so far. I've only really played around with stuff in the Mansion, having only briefly explored combat/dungeons. Here is what I've found so far:
When Creating your Starting Slave, if you are in windowed display mode, when you highlight the Type for Slave/Servant, a portion of the top of the pop-up explanation box is cut off.
For the Druid class, while 'Fairy' was added to the show up requirements, it is still missing from the 'one_of_races' code in the requirements to actually unlock it. (fixed as of 0.3b)
Because Rogue class has the [himself] descriptor, [himself] needs to be added to the "func translate(text):" in the [CharacterClass.gd] in the src folder. (fixed as of 0.3b)
Occasionally when going to pick up new quests, one will show up with issues with the reward: it won't say what it is and only shows the general food icon. In the console, the error that pops-up is:
SCRIPT ERROR: see_quest_info: Invalid get index 'code' (on base: 'Dictionary').
At: res://src/Exploration.gd:633
When it comes to taking quests, the days remaining goes down in 5 day increments. It seems to be counting down the [quest.time_limit -= 1](src folder; world_gen.gd; line 540) once for each active guild. I dummied out the Workers guild and started a new game, now the days remaining goes down in 4 day increments. In my own files I've changed the quest.time_limit to 0.2 so it will only go down 1 day with all 5 guilds active as a stop-gap measure. (fixed as of 0.3b)
Related to Random Chat: I've noticed that when the Master gains enough EXP for a new class, they also will use the same lines, sometimes referring still to a Master in the text popup. (fixed as of 0.3b)
Small typo - in the Apprentice Description, the last line reads "Casting some spells also heavily relies no mana." Should be "relies on mana." methinks. (fixed as of 0.3b)
The 'Necromancer' skill "make_undead" is not defined nor has a description in [localization\en\main.gd]. The same for the 'Soul Eater' skill "consume_soul".
I've notied that for the 'Trainer' class, despite the listed class prerequisites, it didn't actually matter that you had either 'Master' or 'Watchdog', it always showed up green. Digging into the [classes.gd] and [CharacterClass.gd] I found that while the code = 'has_any_profession' was listed for "func decipher_single(i):" it was not listed for "func valuecheck(i, ignore_npc_stats_gear = false):" explaining why it wasn't actually verifying active classes. After playing with it a bit (and breaking all the things in the process) the best result i found was to add:
'has_any_profession':
check = professions.has(i.value) or professions.has(i.value2) == i.check
to "func valuecheck(i, ignore_npc_stats_gear = false):" and to change the 'Trainer' reqs to:
{code = 'has_any_profession', value = 'master', value2 = 'watchdog', check = true}
leaving the code = 'stat' part as is. This also neccesitates changing the 'has_any_profession' in "func decipher_single(i):", which i changed to:
text2 += 'Has any of Classes: ' + Skilldata.professions[i.value].name + ' or ' + Skilldata.professions[i.value2].name
With these changes it now properly checks for either class to allow or deny access to it. This is also easily applied to the 'Sex toy' class for the 'pet' vs. 'petbeast' instead of having to use the orflag which "func decipher_reqs(reqs, colorcode = false):" did not seem to like given that it always showed up green for that requirement regardless of whether it was true or false. (The actual check with the orflag did seem to work as intended though, just didn't show up on the UI correctly) This could also simply be duplicated and scaled up if you were to add new classes that had 3 or more possible paths to advance from. (eg. have Dragon Knight or Berserker or Valkyrie to be able to get said new class) (fixed as of 0.3b)
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I also have a few suggestions;
Would it be possible to expand Ability Panel to 12 instead of 9? Mainly for combat abilities, as once in combat you have space for up to 12, but you currently can only set 9 of your choosing. Or just change the in combat listing to 9. Either way, it's mainly just the inconsistency between the two that bug me. Also, perhaps label the toggle button to change between the Social and Combat Ability Panels, or otherwise make it stand out more? Currently, it's somewhat easy to overlook if you're not already familiar with it as it is not mentioned in the tutorial.
Also, since you already have a few race specific jobs(eg. Dragon Knight, True Succubus), maybe change the beast version of 'Pet' to 'Beast Pet' or something similar? It would clarify why there are different stats and, with either your current method or the one I explained above, 'Pet' is currently listed twice on the requirements for the 'Sex Toy' class which might cause some confusion.
I'll keep playing around with it and do more exploration/combat/dungeons and see if I can't come up with a few more things. I hope some of this helps.
P.S. I do realize that this is still very early on in development, and that you may already have some plans/ideas for some of these things that may just not be a priority right now, just figured I could post what I found.