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ArtemisKuro

Newbie
Sep 22, 2017
22
11
As long as the timer only starts when the relevant quest is active it's probably fine. I like to grind and exhaust most of my options before progressing usually, so I can just wait to trigger the start of the quest until I'm ready.
 

WMXFLover

New Member
Jan 21, 2024
2
3
I know it was supposedly fixed but I'm still encountering the game crash when you try to sell your wares to a trader. This is happening in both English and Russian. On version 0.81. Any fixes?
 

storm1051787

Member
Mar 23, 2019
489
748
Kind of difficult to say since you don't know if you're too late or if what happens is just supposed to happen is supposed to happen. Out of sheer coincidence I only once found a time where I was too late and could have had things happen differently.

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About your spoiler unless they rewrote the quest since the last time I've played it you weren't to late and that particular moment is scripted. Mc will never get there in time no matter what. Nothing in this game is time sensitive, but a lot of quests won't progress unless it's the right time of day or unless a certain amount of days have passed
 
Mar 26, 2020
36
71
About your spoiler unless they rewrote the quest since the last time I've played it you weren't to late and that particular moment is scripted. Mc will never get there in time no matter what. Nothing in this game is time sensitive, but a lot of quests won't progress unless it's the right time of day or unless a certain amount of days have passed
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Levelution

Member
Jun 4, 2022
191
90
Updates:
  • The combat system is still broken as hell. Sometimes, certain options will either not work for unexplained reasons. Fighting enemies with the dodge ability is still a pain-in-the-ass.
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Abraxis

Member
Jun 21, 2019
122
395
WELP WE HAD BACKWARDS COMPATIBLITY FOR 1 VERSION


Knightly Passions 0.82

Dear friends!
Today, we’re releasing a new version of the game, Version 0.82, which contains several bug fixes.
Here’s a full list of all the new fixes and changes in the game:
  • Fixed healing potions. Now, they cannot be used when the hunter’s health is already full.
  • Fixed a bug in Quest 30 that could occur if the elf had died.
  • Combat action points now increase correctly when using cooked food or cheat codes.
  • Fixed a crash when trading with cooked food in your inventory.
  • The blacksmith no longer offers iron ore for sale.
  • Unfortunately, saves from prior versions of the game will not work in Version 0.82. We recommend skipping quests you’ve already completed using the “New Game+” functionality.
Download PC version (Windows, Linux): |
Download MAC: |
Download Android version: |
If you run into any problems in the game, don’t forget to let us know in our Discord server.
Link:
 

Josh Spicer

Well-Known Member
Sep 19, 2018
1,234
1,700
"Unfortunately, due to reportedly fixing a buncha bugs, we decided that your desire for working saves was too much so we got rid of that feature. Use this bullshit feature we invented to avoid having to ever work to remedy this one giant bug."
 

grahegri

sake, birds, torrents
Donor
Feb 23, 2023
10,213
5,678
KnightlyPassions-0.82
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Please note that we do not provide support for games.
For torrent-related issues use here, or join us on !
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Iravat

Newbie
Jul 8, 2023
15
4
Im stuck on giving materials to the blacksmith, i have all the materials, but i get the "insufficient materials", does anyone have a list with materials and how many do i need?
with the iron, you need to get it from the cave from defeating the goblin (need at least 1 iron). The rest should be self explanatory since I also ran into this problem and it fixed once i did the goblin hunt.
3 needles, 1 soap, 1 sap, 1 iron seem to be the what he needs but I got 3 sap every time i attempted this just in case
 
Last edited:

harryzeus

Member
May 8, 2022
124
27
I can't use some food, always crashing:
I'm sorry, but an uncaught exception occurred.

While running game code:
File "renpy/common/000statements.rpy", line 670, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "renpy/common/00action_other.rpy", line 585, in __call__
rv = self.callable(*self.args, **self.kwargs)
File "game/inventory/inv_inventory.rpy", line 141, in use
NameError: global name 'daily_bonus' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "navigation/vedma.rpyc", line 66, in script
File "renpy/ast.py", line 2259, in execute
self.call("execute")
File "renpy/ast.py", line 2241, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File "renpy/statements.py", line 342, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 670, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "renpy/exports.py", line 3347, in call_screen
rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
File "renpy/ui.py", line 299, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "renpy/display/core.py", line 3582, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, pause_modal=pause_modal, **kwargs) # type: ignore
File "renpy/display/core.py", line 4543, in interact_core
rv = root_widget.event(ev, x, y, 0)
File "renpy/display/layout.py", line 1179, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "renpy/display/transition.py", line 53, in event
return self.new_widget.event(ev, x, y, st) # E1101
File "renpy/display/layout.py", line 1179, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "renpy/display/layout.py", line 1179, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "renpy/display/screen.py", line 770, in event
rv = self.child.event(ev, x, y, st)
File "renpy/display/layout.py", line 1179, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "renpy/display/behavior.py", line 1142, in event
return handle_click(self.clicked)
File "renpy/display/behavior.py", line 1075, in handle_click
rv = run(action)
File "renpy/display/behavior.py", line 372, in run
new_rv = run(i, *args, **kwargs)
File "renpy/display/behavior.py", line 379, in run
return action(*args, **kwargs)
File "renpy/common/00action_other.rpy", line 585, in __call__
rv = self.callable(*self.args, **self.kwargs)
File "game/inventory/inv_inventory.rpy", line 141, in use
NameError: global name 'daily_bonus' is not defined

Windows-10-10.0.19041 AMD64
Ren'Py 7.6.3.23091805
Knightly Passions 0.82
Mon Mar 18 17:33:12 2024
 

Abraxis

Member
Jun 21, 2019
122
395
WORD FROM THE DEV FEYADA

Dear friends,

We are actively working on Version 1.0 as we speak. One of the new features we plan to introduce in the new version is 2 different difficulty modes – namely:

  • Adventure Mode, in which combat and minigames will be relatively easy.
  • Tactical Mode, in which you’ll need to develop specific strategies to defeat combat opponents and make an effort to succeed at minigames.
It’s important to note that we’re currently designing the game with Tactical Mode as our focus so that we properly factor in all the many subtle facets of good game balance – making enemies that are genuinely challenging, equipment that’s relevant but not overpowered, skills that are impactful, and minigames that are interesting.

We’ll be encouraging players to play the game on Tactical Mode, because that’s the mode the game has been intended to be played in from the very start. We weren’t originally planning on introducing a second difficulty mode, but we’ve seen that a meaningful number of players don’t want to spend time mastering the combat system. Consequently, we decided to give players the ability to choose whichever mode they’re more comfortable playing. If you’d like to immerse yourself in the story but not have to put much effort into winning battles and minigames, we’ll make sure you have that opportunity.
 
3.90 star(s) 107 Votes