I guess he could try, but the Slime is much, much stronger. Plus I feel like I owe it to the Slime Summoner Club to try.You don't want it to be John?
I guess he could try, but the Slime is much, much stronger. Plus I feel like I owe it to the Slime Summoner Club to try.You don't want it to be John?
Oh yeah, gotta do justice to your little slimies!I guess he could try, but the Slime is much, much stronger. Plus I feel like I owe it to the Slime Summoner Club to try.
Agreed! I was not expecting this level of response this quickly. I really appreciate the devs engaging with my feedback!Just want to say that i appreciate the give and take between players and dev team in these recent posts. It's refreshing!
Thank you for the detailed response!I'm really glad you're enjoying the game! Your positive comments mean a lot and I'm sure aura-dev will appreciate them too. To address your points:
- The problem here is that in the engine as it exists, *nothing* about battles is saved. We would have to save the entire battle data to a save file, and that would balloon save file size considerably. If you think about everything that would entail: HP/MP/states for all party members, HP/MP/states for all enemies, the current actions if you were partway through choosing them for the turn, the actions the enemies had queued up, anything in $gameTemp that might be relevant to the battle since it isn't included in saves, the turn count, the interpreter in case you saved during a battle event...
- This should largely already be possible. Enemies rarely if ever move randomly, and you should always have a spot you can stand where you can observe their pattern before attempting to engage. They either move in a set route, or they stand on the spot and turn in set directions. If there are any in particular you find it very difficult to do this with, let us know and we may look at individual tweaks if they make sense and improve the game.
- I'm not sure we can do much with this as it's not clear what about it you find not fun or annoying, nor can I think of a way to improve it that would be universally fun to everyone. This is the first time I've seen negative feedback on this gameplay element, so I'm not sure how widespread the sentiment is among the players as a whole. Do you have any ideas on how we could do such a mechanic in a way that's fun to you?
- Without spoiling anything, this becomes a major plot point in the Earth scenes at a certain point in the corruption path, and aura-dev recently added a number of relationship-related passives to Aura, including one for Rose Bond.
- This is largely an art budget thing, as I understand it. Not showing her feet in the art means we can make plot-related/mechanical changes to her shoes without needing a new piece of art for every shoe variation that comes up.
- This should be clearly signposted, so please highlight any specific places it isn't. A promise is mechanically "I will spend the day after this one doing the thing", and any events that immediately end the current day should tell you that it will take the rest of the day to do.
There's some minor variation in wording, but if a dialogue ever ends with something like "by/at/until the end of the day" and the text is coloured red, it means that your day will end if you accept that choice.Agreed! I was not expecting this level of response this quickly. I really appreciate the devs engaging with my feedback!
Thank you for the detailed response!
Per subsequent posts, it's true that I would like an in-battle Load, not a Save. It's also true that I don't know how technically feasible that is. Sometimes we can't get everything we want. But if it's possible, it would be a big QoL improvement.
Apologies for not being more detailed in my discussion of the wind mechanic. I do have some follow-up thoughts there. If I'm trying to ambush or avoid enemies, then I need to be looking at the center of the screen, where the enemies are pathing. But the display for the wind direction is in the lower right, I think? And it changes periodically, so I can't just remember, oh in this particular spot, it's going whatever direction, let me account for that. As such, it feels like it takes (some if not all) control away from me regarding whether I can actually ambush or stealth. I think in the abstract, that could be fine if the goal is to prevent the player from doing those things, but I don't have the impression that's the goal or the result. One of the comments mentioned that it could just slow Aura to a walking speed, which I think is probably not the right solution given that's how the water area works iirc, but I do think the water area is better by comparison because you still have full control of your character. Maybe if there was just a consistent head-wind through the whole area or something, I don't know - I admit to not having the solution here. Per Pretentious Goblin, I do agree that in the scheme of things this is not a big deal.
As for randomly moving enemies, flagging them not to turn around was mentioned in a subsequent post. Not having them do 180s would definitely be an improvement, but I guess it's not clear to me why any enemies should move randomly. I realize that actually changing this is potentially a lot of effort and could even involve needing to tweak level layouts if the player isn't supposed to be able to trivially stealth or ambush. And I also realize that some people may feel differently than I do about the merits of the twitchy aspects of the gameplay. But I wanted to provide my 2c here as I find the enemies with clear, fixed movement (or being stationary as the case may be) much more compelling.
I did know about the Rose bond skill, but that doesn't affect Relationship, just Willpower (though it is neat and I appreciate it being there for sure!).
The art thing makes sense, I didn't specifically say why I thought it made sense that you can't see her shoes, but that was definitely one of the reasons I had in mind (the other just being needing to switch from a 3/4 to full body render). Presumably goes in the "nice to have if we find ourselves with unlimited resources" backlog Also, I realize that pointing this out might just seem thirsty, and, well, that would be understandable, but I do think that the visuals have impact on the feel of the corruption progression, as is the case for the hair and clothes, etc.
I should clarify regarding learning and end of day: Promises *are* very clear (wild to be saying this as a js dev haha). It's whether something ends the day or doesn't when it isn't a Promise that isn't always clear to me. I can try to watch out for examples of this going forward. I know off the top of my head that the Hermit doesn't end the day; I think that he uses similar wording to some of the other teachers, but I'd have to go check what that is. Things like, "before the end of the day" and "within the day" - I think the former, at least, is used to mean that it takes the rest of the day, when I would say that if it wasn't going to take the rest of the day, and say "until the end of the day" if it was? But that's just from memory.
I checked the Hermit dialogue, and it's:There's some minor variation in wording, but if a dialogue ever ends with something like "by/at/until the end of the day" and the text is coloured red, it means that your day will end if you accept that choice.
Interesting question. The touch UI doesn't have it as far as I know. However, there was this response:Something of a conflict in response there. Does Android have F5 functionality, or some equivalent?
Android (originally intended to compete with Blackberry) has had keyboard and mouse support forever, so I hooked up a USB keyboard to my phone to see. (I assume this would be the same with a Bluetooth keyboard, but I don't have one at hand.)Android doesn't have keyboard shortcuts...
Thanks for the report. I think I fixed this for 0.36.1 while I was doing a bunch of fixes and improvements for the related quest.I think I've triggered a game-breaking bug. You can ask the Knight duelist for a distraction for Roland if you beat him after completing the relevant quest. If you do this, the next day the distraction triggers, and you are forced to go into the keep and get Roland to come outside, except you can't do that, and if you go back outside, you're forced inside again. I also tried recalling, which just triggered the promise event again.
I've attached an autosave from this having already happened, as well as a save from after talking to the knight but not having ended the day yet.
EDIT: Assuming this is a bug, if there's a way to work around it by editing the save, I'd appreciate getting set up with that somehow as otherwise I'll be losing a significant chuck of progress to go back to my previous save.
EDIT: Looking through the thread, it looks like I could just useYou must be registered to see the linksso long as I can figure out what value I need to tweak, and how. So that's where I'd appreciate some assistance.
Does that mean there's no way to escape the loop/I do need to load an older save?Thanks for the report. I think I fixed this for 0.36.1 while I was doing a bunch of fixes and improvements for the related quest.
The variable that triggers the event is the promise variable 9. But idk there might be some future data corruption due the quest getting messed up.
It means you may be lucky if you manipulate the mentioned variables but I don't know what other consequences it may have on your save. It's probably safer to just load an older save.Does that mean there's no way to escape the loop/I do need to load an older save?
I'm sure I'll think it's a good addition. Part of the problem (such as it is) is that this...genre?...has had years of games that use the basic RPG Maker controls and combat system and it gets burnt into your muscle memory. Ren'py and Twine+SugarCube games have similar issues with saves and rollback, assuming a developer is sticking close to their engine's default game style.Although it's not *entirely* what you're asking for, moving between the skill type/item lists with the arrow keys is on the list of interface improvements I'll be adding in a future update.
Yeah, I can understand that. I was also used to that system and it took the redesign a bit to grow on me, but I love it now.I'm sure I'll think it's a good addition. Part of the problem (such as it is) is that this...genre?...has had years of games that use the basic RPG Maker controls and combat system and it gets burnt into your muscle memory. Ren'py and Twine+SugarCube games have similar issues with saves and rollback, assuming a developer is sticking close to their engine's default game style.
Could be that the demon lords get more powerful as the days go by, from what I've heard it's supposed to be impossible to do the demon lord of sloth after a certain amount of days unless you SK and that's even before BeelzebubUnless I'm missing something, Beelzebub seems overtuned. Even on Story difficulty, I couldn't figure out how to beat him without removing the Collar, even with no Cursed Meat, Radiance active, and having used all the materials I had the provided more than +1 MDef. I tried beating him or Leviathan before he eats Leviathan, but it seems like there's no way to do that. And the amount of damage he does is ridiculous.
And it's always that specific outfit too. Never the ones that are actually better, like the sexy barmaid and bunny rabbit. And even when I switch with the cheats it doesn't stick. It changes back when I teleport somewhere.Hi again! Another glitch that's not that important but is a little annoying... after getting to the whole demon worship bar thing, I keep spawning in as Mary instead of Aura, which, while having no bearing on the gameplay... is confusing and a little annoying to say the least. It's definitely a small glitch, but its still a glitch and I wanted to report it View attachment 3077701
New development- now I'm in this one. I don't even know which one this one is. I don't have it unlocked. What the hell.And it's always that specific outfit too. Never the ones that are actually better, like the sexy barmaid and bunny rabbit. And even when I switch with the cheats it doesn't stick. It changes back when I teleport somewhere.
Save?View attachment 3077713 New development- now I'm in this one. I don't even know which one this one is. I don't have it unlocked. What the hell.