thats what i get when i try to fight most things, from what i have seen.
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Die, you're meant to die, reincarnate, and with each death and reincarnation you'll get titles that make your stats grow faster, until they grow at a fast enough rate that you can win that fight.so what am i meant to do at the chicken part.
I mean... the game is called "Rewind."Die, you're meant to die, reincarnate, and with each death and reincarnation you'll get titles that make your stats grow faster, until they grow at a fast enough rate that you can win that fight.
obviously. i just assumed you would have a choice to rewind and not be forced to after 2 hours of grinding. if your good with that then great but i think you should have a choice and not be forced.I mean... the game is called "Rewind."
Sure. And I do recognize that the game is a bit grindy — but I think the dev is sort of playing with that, and I've enjoyed it so far. I will say: it definitely isn't a SEE GIRL => FUCK GIRL game. It's very plot oriented, and I've gotten intrigued about where it's going. But I can see that it is not for all tastes.obviously. i just assumed you would have a choice to rewind and not be forced to after 2 hours of grinding. if your good with that then great but i think you should have a choice and not be forced.
The displayed percentages you see for searches are misleading, because, well... they're wrong. For the guardhouse, the displayed value is "((guard_clue_count * 5) + player.agi + 50) / 0.8", with a cap at 95%. So, if you have an agility of 30 (minus the number-of-times-you've-found-the-golem-times-five (hereafter NtTYFtGT5) ), it will display 95%.I've searched the guardhouse three times now at 90%, 91.25% and 95% chance and still did not find anything, this is slightly implausible. Am I missing something?
I don't know how to reproduce that error, I was thinking it might happen if you got Flexible from Ragus instead of from dying with 30 agi, but I did not get the error when I got rank 2 Ragus. Can you include any of your stats/temple progress/titles when you got the error?Levelling up Ragus at the temple i got this error
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FYI, on here, the developer to notify is nillamello.And @Sprinting Cucumber, a few bug reports/game feedback (with fun titles, because sure):
Fun game overall, definitely shows promise.
- Searching for accurate percentages: If you want the displayed and actual chances to match, change the calculations for strength_search/endurance_search/agility_search to be "search + player.RELEVANTSTAT", and make the final calculations be ">= 40" instead of 50. (As you're doing the / 0.8 in the display calculation.)
- I want to be an ascetic: It won't let you reincarnate until you choose something. (Maybe the player doesn't want to take things back yet.)(Really though, it's only the next one that makes this an issue.)
- Nothing but the shirt on your back: You cannot put an object in the soul box that isn't equipped (the game throws an exception), because the unequip(self) method assumes the item is already equipped. There should probably be a check for "if self.equipped_to != None:" in the unequip method for Equippable items, then it won't throw an error when an unequipped item is placed in the Soul Box.
- It's not two swords, it's one sword twice: If you have more than one copy of an item (probably because you brought one back with the Soul Box), let's say the Sword, you can't equip one to you and one to Lani because all the items are global objects. One way to fix this would be to add "from copy import deepcopy" to your pythom imports, then use "inventory.append([deepcopy(ITEM),1])" when you want to give the player a non-stackable item. That will let them be equipped independently. (There are probably better copy methods in python, I just don't really know them. This is the fix I did on my own end, and it worked.)(Also, this could let the player buy multiple copies of items like leather armor from the stores.)
- I swear I've seen this wolf before: The same fix should probably be made for monsters added in the battle screen. Not only would that allow you to fight, say, 2 Shoo Wolves at once, it also fixes the bug where Wolf variant #2 never shows up in battle.
- Take one down, patch it around: The above will likely introduce at least a few bugs, but one I found is that unequip_weapon(self) in 01battle_library.rpy needs some version of a call to "Equipable.unequip(self.weapon)" inserted as the second-to-last line, before removing the old weapon from the target. Otherwise, the weapon itself will think it's still equipped. (This doesn't even show up unless you soul box a sword so both you and Lani could have one, but it's worth fixing anyhow.)
- Why is the finish line moving?: All the level-up functions should have "if self.exp < self.next_level" instead of "if self.exp <= self.next_level", because the current implementation counts having 100/100 xp as not enough.
- Heavy hangs the neck that wears the amulet: The level-up scripts for party members (and the classes as well) don't include the effects of your equipment when they calculate the new values, even though the equipment effects are part of the old values. This is why people's stats have been going down when they level. One solution is to add to stats when levelling, instead of recalculating the stats entirely. (So, instead of "self.defense = int(math.ceil(self.end + self.lvl * 5))", it could be "self.defense += 5") Alternately, you could maintain some kind of registry of bonuses_from_items[ [stat, value] ] array, then add the relevant item bonuses in again when recalculating stats.