Hi. Haven't said anything in here for a couple of days, but I've been deep in camp code stuff. The twitter and discord
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. I'm a bit concerned with if I'll be able to put up a TON of actual written content considering how much mechanical stuff I have to change/add in camp, but I'm doing my best.
ANYWAY
I believe I've gone through and fixed all the bugs that have been reported here (and a good number that haven't) so far other than vague mentions of further crashes. Any more details people can give would be helpful there. I've also added a proper witch's den tutorial, though I figure people here have likely figured out everything the tutorial is going to tell them anyway. Other than that:
Edit: Got it! Here's a screenshot of the combat log starting from the last time Elli took lust damage before getting into a lustless masturbation loop.
Edit: And again with Lucette. Hmm... It seems to be related to Pheromones? They were also both Shaken and had Weakness of Spirit, but I'm not sure if that's related.
This was very helpful, and it turns out that you were correct. It was due to Pheromones. To avoid getting too technical, the way that I implemented something with Pheromones was causing whatever event triggered pheromones to get stuck on the event stack, which would cause that event to no longer happen after that due to error checking I have in place to prevent any potential infinite loops (an effect triggering itself or an effect triggering other effects that then trigger the first effect again, something that I definitely ran into when first coding pheromones and two characters with pheromones in the same room could lust bomb each other to death).
In any case, it's all good now. The knights will be properly free to stink up rooms with their fingerings.
Edit: Okay, I knew the 0s looked like 8s, but holy shit seeing the number "1850" really puts it in perspective.
I've gone into the font file itself to fix this. Should I go further with it?
Add: An indication of how tired the inquisitor is (other than text in event log) and possibly what effects that tiredness is having.
Add: Chat log specifically for history of chatting with the other characters during break, rather than the current popups under event log.
Add: Optional colorized text in event log - names, effects (Sleep, Fury, Daze, etc.), and increase / decrease of stats. Customizable would be ideal. Possibly include increase/decrease colors per stat (as opposed to global increase / decrease colors).
Add: Option (or spell? NG+?) to permanently show where each ally is currently planning to go, without having to select them.
Add: Ability to zoom in/out. Bonus: option to keep everything within view (auto-zoom).
Add: Open stats/skills screen in context menu when clicking on ally.
Add: Keyboard navigation in 'Research Notes' screen; e.g. arrow keys or w,s for up/down, a,d left/right for tab change.
Add: Glossary of terms (Corruption Break, Trap mechanics overview, Morale, each stat, etc.) with general effects, similar to the tutorial except always able to be referenced. Bonus: each term/keyword in text links to its glossary entry.
----- Alternatively: add (more) tooltips for the above terms, rather than adding a glossary.
Change: Make 'Research Notes' screen accessible from within the dungeon.
Add/Change: Any other
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you want to implement.
1: Will be in the next update, good call.
2: I think it would be difficult to include the portraits that go along with the chats, but if you accept losing out on those in a log I could do this fine.
3: Most status effects/curses have associated colors, yeah, though skills don't. I also did originally have negative stat heals as a different color, but it didn't go over well with early alpha testers. I suppose that making it all customizable would be ideal for everyone, if a bit of work. I'll think about it.
4: Probably doable, although it would require more pathfinding calls to be made. Not that that's a huge problem. Currently there are a lot of cases where allies might not have a destination, or the place that they had previously decided to go while exploring has since been explored, and they only get their destination in the instant that you select them.
5: I had zooming working at one point, but for some reason the destination indicators REALLY did not play nice with zooming. Probably just due to the type of nodes they are and some engine quirks that I have to figure out.
6: This makes a lot of sense.
7: Also makes sense
8 & 9: People have asked about having access to the research notes while in the dungeon, which I understand considering the event list being in there now. I already wanted to (eventually) add a tutorial information tab to that menu, so I think that a lot of the stuff here could be folded into that, it's just a matter of it being yet another thing on the huge to-do pile, but it's a perfectly reasonable thing to ask for yeah.
10: I'll have a look at this, thanks. I don't think the game is TERRIBLE accessibility wise, but it's the type of thing you can always do better at.
Sometimes they'll even start getting a bunch of corruption breaks that don't even do any corruption damage, since they gain a point of temporary corruption at 25, 50, and 75 points of "damage", but a corruption break will just knock the number back down to 75.
I still plan to set up that 'abandon run' button at some point. In any case, next update I'll be changing corruption breaks to reset the breaking stat to 70 because while ideally you wouldn't get stunlocked by anything, it feels even dumber if you're stunlocked and not even losing anything.
I believe the dev confirmed that right now literally the only effect is forcing you to sleep if you go too long without it. However, new camp interactions are being worked on for the next content update, so maybe that will change.
It doesn't actually force you to sleep, but there is a random chance that you will fall asleep while trying to research if you're sleep deprived and that chance scales up the longer you go past a day.
Ugh, somehow I knew that site would be missing "add options to cap the framerate at lower values". I know lots of people like me have issues with higher framerates and need an option to turn them down
I'm hoping this isn't an issue here? I don't think the game is terribly intensive.