- Jun 11, 2019
- 141
- 193
This one works. So heads up I guess, the mega upload doesn't have the fix.TryYou must be registered to see the links.
This one works. So heads up I guess, the mega upload doesn't have the fix.TryYou must be registered to see the links.
Hmm... Trying to replicate that, I did run into a different bug where holding the mouse down on the characters caused the tutorial to advance even though I hadn't done what it told me to do (setting the knights to explore), causing it to get stuck on the next turn.If I activate the tutorial, I can't seem to continue after adding skills (Or if I open the char panels and added skills even before the tutorial reaches that part)
This has been fixed already, but some of the download links seem to have the wrong version of the game. Pick up the version fromOn Alpha 14, it crashes when I try to research curses. (Some other stuff too but curses were the major gameplay block)
Replication
Research -> select curse -> begin research
Time passes
Click research again -> game crash
Looks like this is the same one that's fixed by the bugfix mod linked at the bottom of this post.Stack overflow inside dungeon
[...]tracker:SEC_Masturbation_Strength[...]
I think some of the curses require you to have desire drives at certain levels, but I'm pretty sure it's not directly linked to the "possible desire changes" (which simply shows what strengthening/weakening the curses will do the the knight's desires) aside from giving you a vague idea of which desire is most closely related to that curse. Some of them also have other requirements, like getting hit by a trance 3 times to be able to get Suggestive, and I'm pretty sure Nature's Reclamation requires you to have had the thorns buff a certain number of times.Are "Possible Desire Changes" linked to the requirements for the curses? I'm having some trouble getting the last couple of scenes, mainly because I can't get the curses I need on the characters (Exhibitionist/Vainglory) and I don't know if I'm just unlucky or there's something I'm missing.
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Despite mega saying that the files would be updated and replaced when I reuploaded the fixed version that had the same name, that turned out to be a lie. It's fixed now but yeah, every other mirror had the fixed version.I just downloaded from the mega link and I'm getting this crash. Which link should I use?
I did run into this before release. The tutorial scripting is so annoyingly brittle that it breaks with basically every update. I added a fix for it before release, and can't reproduce it now, but I do know what you're talking about. Given that Rosen could reproduce it but I haven't been hearing a bunch of reports from new players, I THINK it has something to do with override files from old versions interacting with the addition of compact UI mode? I've tried to go in and add more precautions against it in the tutorial scripting, but like I said, I can't reproduce it anymore.If I activate the tutorial, I can't seem to continue after adding skills (Or if I open the char panels and added skills even before the tutorial reaches that part)
I've actually known about this for a while. Like I said, the tutorial is brittle. It's not a good thing to leave it in as a bug, but it's also unlikely to happen to a first time player since they probably wouldn't know about the click hold shortcut.Hmm... Trying to replicate that, I did run into a different bug where holding the mouse down on the characters caused the tutorial to advance even though I hadn't done what it told me to do (setting the knights to explore), causing it to get stuck on the next turn.
I did not run into this before release, but that's because resting in the tutorial isn't actually mandatory. I have found why it would happen though.Also, it seems the tutorial is treating every room as a safe room when you rest instead of sending the knights back to base.
Yes and no? I could probably give more monsters/traps basic injury damage events, but they wouldn't be sexy and would potentially be lessening the occurrence of actual sexy things.Also I don't know if this is intended or not, but exhaustion and lust seem to be way more impactful than injury in terms of corruption breaks, even before all the potential skills to mitigate injury are factored in.
There was an "All Allies start with Purity" new game+ option before, but it was far too strong because Purity is just really really good. I'll have to think about how best to do options for starting skills.I guess to add to that second paragraph/ramble, only been doing NG+ for a bit now so if there isn't already a set of pre-memorized skills like First Aid and Patience and maybe Purity?
If you need a meta file that's in a state that can reproduce it (assuming that's where the issue is carried), I've included mine.I did run into this before release. The tutorial scripting is so annoyingly brittle that it breaks with basically every update. I added a fix for it before release, and can't reproduce it now, but I do know what you're talking about. Given that Rosen could reproduce it but I haven't been hearing a bunch of reports from new players, I THINK it has something to do with override files from old versions interacting with the addition of compact UI mode? I've tried to go in and add more precautions against it in the tutorial scripting, but like I said, I can't reproduce it anymore.
Maybe some sort of mutually exclusive "starting builds" that you can unlock over the course of the game? Kind of like selecting your class in some other rogue-lites. One thing I've felt the game could use more of is stuff that gets added to NG+ through meeting specific criteria rather than just getting enough KP, like having the option to change Lucette's starting skillset to a more magic-oriented one if you've completed her magic studies storyline, or having some sort of slime-themed skillset (??) by seeing a certain number of different events involving slimes, or something like that. Maybe even some KP-exclusive skills that can't be learned naturally or from scrolls...? ...Ooooooh, what if the entire concept of "exclusive skills" was that they weren't tied just to a character, but to that character's class? So if you start the game with Lucette as a Magic Knight instead of a Holy Knight, she loses access to stuff like Inspiring and Cooperator but gains access to new exclusives, and maybe starts with the Easily Stimulated curse embraced. (Actually, including a pre-embraced curse could be its own counterbalance to starting with purity.) This could also help with the bloated skill pool, by making more of them class-exclusive.There was an "All Allies start with Purity" new game+ option before, but it was far too strong because Purity is just really really good. I'll have to think about how best to do options for starting skills.
Actually I THINK it's due to something with the override cfg file? Except that might not be the case either since I can't reproduce it by creating one using 13.1 and then using it in 14 (same thing with the meta file). Kinda weird.If you need a meta file that's in a state that can reproduce it (assuming that's where the issue is carried), I've included mine.
More involved new game+ bonuses are probably something I should add, though at the moment new game+ bonuses are in an awkward spot of half hard coded and half not which makes me feel like I should rework them whenever I think about it, even though there isn't really a good reason to spend the time on it. I dunno, it's hard to explain.New Game+ stuff
Yeah probably(Speaking of which, there's still plans to add some way to heal permanent corruption and an alternate way to get stat points, right? The latter has particularly stood out lately with the number of skills I've encountered with pretty hefty raw stat requirements.)
It was Lucette's starting skill originally, but I switched it out to both have better parity with the other starting skills and because Holy Shield feels kinda niche? Or like hard to use effectively I guess.(Tangential note: It seems Holy Shield has the Exclusive tag, but doesn't appear to be exclusive to any one character. Maybe a leftover from when you had it exclusive to Lucette, or it still is exclusive and you forgot to note that in the requirements?)
I technically COULD have a separate option in character selection for being a penis haver or a boobs+vag haver. I wouldn't slide futa in that way, but I need certain sets of genitals for sex scene CG parity. All the pronouns are set up as wildcards in the data that get filled in at run time (%PLAYERGUYGIRL%, %PLAYERHISHER%, etc), based on the player's sex currently. It would be less convenient to split things, but obviously not impossible.Silly request about character creation but could the M/F choice (which mostly affects the portraits and how the Knights adress you) be a separate choice from your character's genitals?
Thanks.Just finished my playthrough of 14.1 - great game!
I need to work on the modding documentation more still... There's a lot of unfinished stuff, and the only finished mod (which is just one monster) required a lot of questions toward me due to the difficulty/learning curve of the system.Oh, almost forgot. BIG props for adding modding documentation to your game. Modding can be such a great way for small games like this to be expanded upon. If I had any actual art skills I would probably try to make one on my own. But seriously - providing sample jsons etc. is amazing (and probably a lifesaver for people who don't know anything about file formats and programming).
Any application of Shared Senses runs into the problem of "it may just end up doing nothing if I don't give it a large enough duration", but I can look at/think about this.My point being I don't think Oversharing should last 15 turns. I think 10 turns is more reasonable because oversharing keeps getting reapplied and suddenly you're not waiting until 15 turns. Its like 30 turns and continues after the corruption break.