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I don't know how I didn't notice this sooner, but I suppose its still worth mentioning as a minor cosmetic bug. My carpet seems to be haunted and disappears when the lights go out.

I only noticed because it's storming in game and the lightning slightly illuminates it in the dark. Spooky.

If the NPC’s are regularly cutting themselves off mid idea and the scene is losing whatever they had meant to add afterwards. Is that context gone for good or is there some out of context command to get the rest of their input?  I’ve been running into a cut off and follow loop on a pretty regular basis. 

And an unrelated issue. Meril is disappearing for me. “Hi! Let me follow you.” Follows, click her to converse, *poof*. Into the ether she goes. 

Only bringing it up cause it’s been twice in a row, separate instances on different days that I couldn’t save/load troubleshoot a fix out of. 

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When an NPC stops the conversation to follow, you can simply leave, and click on them again right away to pick back up where you left off the conversation. This also stops them from following. You may need to wait a turn (R key) to let the AI "think" if your not in Real Time Mode.

As for Mirel, I've seen her do that once or twice before. I'd guess it's a scheduler bug, but I don't know. She's usually suppose to be in Thalassar, most of the time, so it might throw her over there.

Responses can't be more than ~200 words long, because maximum output length also eats into valuable maximum input length.

I just wish the characters knew when to stop their sentences. They definitely try to say more.

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Quick update on my growing knowledge for community service notes. Darian is a monogamous creature. He is not taking any of my after the fact honesty well AT ALL. So. Do with that what you will. I wish you all better luck than mine. 

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An observation while roaming through the dungeon and exploring: my night vision (goggles), they do *nothing*. For one, the drain in energy is immense, for the other I read that it's suppose to work in pitch black darkness. That doesn't ... seem to be working for me? 

It'd be nice if they would work like a lantern or something, improving what you can see around you, while draining the energy. 

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Another shameless pitch: Since you have racials such as slow, slow, thick skin, hollow bones, and such, here are some silly others that come to mind, maybe one will suit your fancy:

1. Broad back. Your musculature is stronger than most others your size. --Increased carrying capacity.

2. Short stature. The height of your race can be considered well below average. --Natural buff to dodge/deflect due to being small and harder to hit, reduced max HP.

3. Well rounded/Boon of divinity. Due to the far distant divine blood flowing in your veins, the gods have blessed you. Perhaps a little too much. You are curvier or larger endowed than the norm. Possibly both.   --Natural charm effect along with one level of 'ward' against the elements. Sightly reduced critical chance due to being distracted by your own big bits getting in the way.

4. Rock and Stone. Your race has a knack for working with materials.   --Reduced final cost for ore repairs. Improved chance of better quality ore when mining. For Carl!

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Is there any chance of adding a third catch all accessory slot for the rest of the body? For those potential magical belts/bracers/anklets/charms/belly button rings/tail adornments, whatever. Perhaps a 'shield' accessory could take this slot.

At one point Celandine was dressing my PC up and I was gifted a garter belt. Of course, it goes in the neck slot. Hilarious stuff!

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Lastly, this is more of a knowledge check. I know rune stone improves base stats with higher gradual tiers of use, but is there any way for that to extend for accessories? Those all seem to have base defense of 0, and using precious rune stones only improve their value, not the stats or the effect of the enchantment on them. 

One NPC gifted me with their literal ring (Mirel's Wedding Ring) so I'd like to keep improving and zipping around with that if at all possible. 


Sorry for the wall of text, and thanks for taking the time to read the mess, haha.  

Racial would probably be overpowered unless it worked like night vision, but an ability that shows ore/plant locations closest to you. Another fun thing might be Max Reputation granting something related to that. Like Max Rosalyn giving you a map that shows the highest density of certain herbs for each map title, or Max Aldric giving you the same, but for ores.

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I'm pretty sure there will never be a third accessory slot or armor slot without Dev re-balancing enchantments.

Why? I made a personal theory that one could enchant all 5 slots(2 armor, 2 accessory, 1 weapon) with the Charming enchantment and that would give you +50% to your selling price. You sell at half value already, so its balanced at 100% of the items value.

If there was another slot it could be abused to make your sells 110% which means you can continuously buy items at it's normal 100% value and then sell them at 110% value. An obvious infinite money exploit. 

Though you'd probably earned it after waiting for 6 Scrolls of Charming to randomly appear in Aldric's shop. Sheesh.

Also, you could get parry up to like 93% which is a bit too much.

For the racials, I was actually trying to keep the suggestions in line with the stuff that already existed. Not like any of it is a demand or set in stone, regardless. 


As to the enchants, I understand. That's certainly possible with enough time and effort. But at that point as you say, you (as the player) would have invested so much energy into gathering all of that you probably should be that potent anyway. Assuming you are focusing on only one style of enchantment, that is still days of playing, at the very least, unless exploiting this and that. 

And the suggestion aren't intended to be so much for exploit (though clearly that would be a possibility), but adding a little extra detail and spice to the furry fantasy fare of the players adventure, and enhancing an already fun narrative experience, haha.

I like your racial suggestions, since they allow more fun with custom characters beyond just making an anthro, though Third Eye kept the original set to "animal" related traits like claws and fur, and I don't know if they'd want to maintain that style or not. This is why I suggested something related to 'endurance' since there's not a trait for that, and it could work for a variety of species.

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Eh, most of them are just fantasy tropes with some potential to cross over. Aside from the obvious dwarf reference, but dwarves are awesome, full stop. 

Currently there are racial stuff in place for big tough types already in game, so I thought I'd suggest stuff for smaller bodied anthros out there too. Cats, Corgis, Rodent types, Yordles.

Goofing around playing a shortstack yordle in my recent playthrough after making the art. I need to remind the AI now and then that NPC's are often looking *down* at my MC instead of *up*, but otherwise it's a pretty fun time. 

I'll be honest, a debug option would really help those frustrating times when the NPC 'says' they're giving you gold, but it doesn't actually transfer over.  I'm really not sure why it works sometimes, and other times it doesn't. Does the NPC currently being in "merchant mode" somehow override it?

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An NPC opening the trade window does override it, but it should be working better next patch.

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Please and thank you.

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