- Jan 23, 2019
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I was going to poke the dev with a reminder that it's Monday but he's probably in one of those cursed places of the world where it's still 12 pm on Sunday or something.
Gotta wait for at least Tweet o'clock (which is five hours from the time of this post, 7:00 PM EST) before asking "where update?" Although it usually shows up a few hours before that, if there is another delay then the Tweet would probably answer that anyway.I was going to poke the dev with a reminder that it's Monday but he's probably in one of those cursed places of the world where it's still 12 pm on Sunday or something.
To be fair, I don't think I've ever been specific about what all was meant to go into the update, just the general idea of the content.With that said, if it still causes you stress and doubts, you'd still want to set up S.M.A.R.T. objectives for yourself and underpromise/overdeliver rather than announcing stuff that you aren't 100% sure you can deliver.
This is probably correct and I probably jumped toward doing a content centric update (rather than normal gameplay centric) more due to trying to drum up enthusiasm with supporter poll stuff than due to it being the best plan at the time. There's still gameplay stuff that I should be touching on.So I think I said this before but I think you should try to keep the game smaller and tighter, at least to start. Finish your main throughline to the ending so you can feel done, and anything extra you add afterwards should feel more satisfying like you're exceeding expectations rather than like working on a big backlog just to meet expectations.
Just regular estI was going to poke the dev with a reminder that it's Monday but he's probably in one of those cursed places of the world where it's still 12 pm on Sunday or something.
Hmm... Poking my head into the Discord (after navigating the most absurd Captcha to date) suggests that there may or may not be a small delay (as of yesterday), but again, we'd get the answer to that from the Tweet in 5 hours anyway.
Oh what the fuck, it leaves ghosts there? Is there some way to remove those? They aren't even accounts, that's just me opening Discord as a "guest" in Incognito Mode! I didn't realize that every time I even open the damn thing it leaves a persistent fake account on the servers.
My dude, you can just stick around and not talk if you don't want to. I'm not going to get mad.
And that's in the US, so I stand by my statement. CursedThe good news is that the writing is done (makes me feel a lot better).
The bad news is that after calming down I'm not all that confident in the lack of playtesting time I've had, so I'm going to take another day for that. I have no idea how the new stuff introduced actually feels in a normal play context and there's probably going to be bugs (although hopefully not too many).
Tomorrow, if nothing breaks HORRIBLY
To be fair, I don't think I've ever been specific about what all was meant to go into the update, just the general idea of the content.
This is probably correct and I probably jumped toward doing a content centric update (rather than normal gameplay centric) more due to trying to drum up enthusiasm with supporter poll stuff than due to it being the best plan at the time. There's still gameplay stuff that I should be touching on.
But hey, still figuring this whole thing out. Progress isn't always a straight line. Everything is still fine.
Just regular est
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My dude, you can just stick around and not talk if you don't want to. I'm not going to get mad.
It's "ingested", actually. Also I guess that answers my previous question.Alright, I'm half asleep, but here's the rest of the bugs I encountered:
If you didn't catch my previous edit, there might be an issue with revealing the Sloth curse and/or having its secondary effect trigger when it's not revealed.
Typos: "Comfy purple cushoining".
Elli briefly called "Elly" in the Growth Vat conversation.
Raine is said to have "injected" some Growth Vat juice instead of "injested".
"There was an error blah blah blah RE_ReferencePoltergeist_Grope.json. Please report to the developer."
Derp. Like I said, I was half-asleep when posting that.It's "ingested", actually. Also I guess that answers my previous question.
I started seeing new traps around floor 6 or so, and somewhere around there is when a new story event triggered. It's mentioned in the patch notes on itch, but the new story content is triggered by having donated 75 corruption and/or 7.5 mana to the Witch (including previous runs if you carried it over) and having at least one knight with a high drive for Knowledge. One of the new monsters (and possibly one of the new traps, but I'm not sure) is exclusive to the special floor unlocked by that event, but the others started showing up prior to the special floor.So, anyone seen the new monsters and traps yet?
The rest of the scenes I saw worked, just not that one.Huh, I'd assumed the Poltergeist wasn't in this version since it has placeholders all over it.
I had actually meant to rip out combat mantra entirely since I realized that I need to change some things about how mantras work in general, so whoops.Ah, there's our first bug. "Raine gained ." when I gave her the Combat Mantra. It's Null in the status screen as well.
Sloth's rank 0 effect not revealing it was intentional though it might not have been the right call since people will probably think there's something wrong when it happens.Edit: Okay, so this is an intentional effect of the curse. But nothing seems to reveal the curse except for the Witch, so that's still probably a bug. Even when it's at a higher level and gains the "when you lose Well Rested" effect, triggering that doesn't expose the curse. In fact, does it even trigger...? I've *definitely* lost Well Rested at times when it was above level 1.
I can see how this would happen, yeah.Here's an awkward bug. If you try to prepare your spells but fall asleep shortly before dungeon time, but *also* trigger the "Lucette interrupts your spell prep" event, you don't get the "woken up to go to the dungeon" event. This means that time continues to pass beyond dungeon time, at least in the UI. Thankfully it doesn't seem to break anything, and the game still acts like it's dungeon time.
Yeah the cutscene playing causes the ui state in your save file and the actual state of the ui to be out of sync. It's probably an easy fix I just haven't done it.I think I mentioned this last time, but something caused the top-right pullout menu to be closed, requiring the button to open and close it to be pressed twice. I think this *might* have been caused by reaching the floor that adds curse waves.
That doesn't sound like a thing she would say about her self.Hold on, did the Witch just imply that she suffers from brain damage? Like, actual not-just-silliness mental disability? I always assumed her absurdity was a result of her brain working too well.
So there isn't.And there's no text for embracing the Anonymity Curse.
I'm sure it's something weird with the hard coded bits of the spell interacting with the ally AI that had to be touched to facilitate a couple of the new status effects + them trying to remember orders between statuses. Will figure it out.Another bug: Harboring doesn't seem to work. They ignore the stairs and go right to the normal safe room.
Typos: "Comfy purple cushoining".
Thought I got all of these. Hm."There was an error blah blah blah RE_ReferencePoltergeist_Grope.json. Please report to the developer."
It should be set to be spawnable naturally after seeing the event that forces it to spawn at least once in a run. Doesn't mean that it WILL spawn naturally and it can also still be spawned by the initial event.I've encountered all 7 by now, and while they mostly seem functional, there's one that might suffer from a spawning bug. One of the monsters is initially only spawned after dodging one of the traps, but the second encounter with one has text suggesting that it might not have been spawned the same way. But five floors after encountering my first one, I haven't encountered a single "wild" one, with the second one I fought having been spawned from the trap again. So maybe there's something up with the trigger, or maybe it's just RNG luck, or maybe I just made the wrong assumption.
What, where?Huh, I'd assumed the Poltergeist wasn't in this version since it has placeholders all over it.