Playtest v2.4

I’ve put up a beta-version of v2.4 up at the downloads page (below the stable release). I’m looking for some feedback (but mainly critical bugs) before the official release. If you are interested and want a chance to influence development, please take a look and let me know how the game plays, preferably before the 3rd of March.

There’s no tutorial for this release as there isn’t much new to teach. However, if you give it a go it can be a good idea to check the changelog. The reference is updated and included in the download as well.

If you are not interested in finding bugs or giving feedback it is probably better to wait for the stable release in the first half of March.

Thank you in advance!

 

Comments

  1. So it appears that “once per day” wands are bugged: they don’t reset after you rest, meaning you only get to use them once, ever.

    Unrelatedly, it would be nice to be able to see what the spell from equipment does before you equip it although I see why it might be hard to fit it in the interface.

    1. Thank you for the quick feedback! I’ve fixed the bug and uploaded a new version, so please re-download.

      Regarding spells from equipment: I agree it would be convenient, but just like you say it is difficult to fit that into the interface. ‘x’ is already used to view the absolute stats. Maybe ‘c’, but then it would be inconstistent with what ‘c’ is used for when it is equipped…

  2. Hello and congrats on yet another pre-release. I could not coat my rusty flail with oil. It gives the message “You cannot coat your Rusty Flail”. After that tried with other potions and weapons. Seems no weapon can be coated with any potion.

    1. Hello Evren, and thank you for testing :)

      This is actually not a bug, but a change. Only edged and pointed weapons can be coated now. Weapons that can be coated explicitly say you can coat them in the description.

      1. note to self: read changelog before posting about supposed bugs 😀

        concerning area effects, would you consider highlighting the range (area) that the effect will take place on, and asking the player to confirm before implementing the effect? it will be useful on seeing whether the intended target actually falls within the area or just one square out of it. maybe there can be an option to turn it off for players that don’t want to lose time with an extra confirmation.

        1. I think there are already too many prompts in the game, so I really hesitate to introduce another one, and even more as an option.

          You can predict if an area effect is going to hit by comparing its range with the distance from it (which is seen when you examine it). Admittedly this is a bit inconvenient.

          An idea (for a future version) may be to be able to press ‘x’ on a rod to preview its range by highlightning the squares it would hit. I think this would be a good solution, except that it could not be used for spells on equipment.

          1. As evren said, I think it was a bug too. I spammed my “C” button to try to coat my club, and it was only when I left the inventory that I saw all the message prompt saying that I can’t do it.
            An alert would be welcome then.
            Personnally I’m not a fan this change… I like having a lot of options, that maximizes the number of decisions we can make.

            1. > Personnally I’m not a fan this change… I like having a lot of options

              I understand that. But sometimes removing options lead to more interesting decisions. In this case it makes weapons more different from each other (which I think is a good thing). However, non-coatable weapons should perhaps get a buff to compensate.

  3. This is a danged cool update, and I really like spells on equipment/the new upgrade paths for some items (the masterwork rapier won me a very fun run)

    – eggs have no rotting message
    – bread & banana rotting message is grammatically wrong
    – Did you remove the post resting screen when nothing of interest happens? I sorta liked it.
    – Ep calculation on the rest preview page uses your current food level, not the one after you rest
    – Runed Dagger’s Execute doesn’t seem to have any range? So you can’t use it?
    – Actively triggering traps in combat gives you a message saying you have a chance to dissarm it, even when you don’t!
    – Grilled Meat Description says it’s still raw!

    On the whole, I suspect this update has made the game a little easier, with the spells on equipment. That said, I think it’s a good one, and I love it.

    1. Glad you like the update :)

      Thank you very much for the bugs, all new to me!

      > Did you remove the post resting screen when nothing of interest happens? I sorta liked it.

      Yes (just realised it’s not mentioned in the changelog).
      It is replaced by the preview that tells the same info, and having screen, a prompt, and a screen again when resting seems unnecessary.

      > Runed Dagger’s Execute doesn’t seem to have any range? So you can’t use it?

      Bug!

      1. Huh, just managed to get two healing potions from a single empty bottle at a healing fountain.

        1. I don’t manage to reproduce the bug, but I found another bug related to fountains (you could fill empty bottles at empty fountains). Hopefully that fixes the issue.

    2. Two of these bugs I also haven’t been able to reproduce, which probably means they happen under specific circumstances:

      > eggs have no rotting message

      Seems to work just fine when testing with several eggs in inventory. It says “your eggs may become rotten” and displays “your egg has rotten”.

      > Actively triggering traps in combat gives you a message saying you have a chance to dissarm it, even when you don’t!

      This must be under some specific circumstance too. When I deliberately trigger a trap while in combat it says “really trigger trap? [combat]”, and when I do it says “trap triggered [unavoidable: combat]”.

      If you happen remember something different or see a pattern please let me know. They will probably remain bugs in v2.4 as I’m not sure I will find them in time, but I can live with that.

      And thank you very much for reporting these!

  4. I found a bug! not sure how to recreate it, but I upgraded my health amulet into a greater health amulet. When I press x to examine the spell instead of showing me the spell description it shows me a “yellow wand” which I have yet to identify…. I haven’t even found the yellow want yet but now Im assuming when I do its gonna be a wand of lesser healing.

    ALSO – it prevents me from casting the spell unfortunately. It says I have to identify it first.

    :(

  5. EDIT: I found a temporary fix. Unequiping and equiping said item fixes it…. I had the health amulet already equipped when I upgraded it.

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