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Minor bug - After finishing the second boss, the dramatic music while talking with the rumor-giver fails to terminate, stacking with the usual town music afterward until you leave the camp.
Moderate bug - Casino sidequest - "Monsters Remaining: 0". Shark man does not acknowledge the quest in any way. I'm not sure why. Maybe I entered the second floor before talking to the casino owner. idk
Quality of life (not necessarily a bug): Sell All Unequipped Common sells gems, by default. Since they seem to have some sort of use other than to be sold, this should not be default behavior IMO.
Moderate bug - The quest wherein you have to rescue the miner using shovels is completely unacknowledged by the head miner or the rescued miner himself, even when both floors of the mine contain 0 monsters.

Moderate bug - Since a quest is not removed from your quest log until you move one square, and since using stairs does not count as moving one square, you can take the stairs to a new area, get the reward for discovering it, go back down the stairs and repeat to get the reward popup and reward infinite times until you move. Trying to reproduce this, I noticed most areas start you off next to their down stairs and not on top of them. One area that does not is the abandoned facility, the two-floor place full of robots accessible from Stonehewn Halls 15 or so.

Moderate bug - My starting monster and the second one I caught once mated to produce a monster with -21454032987 (or something similar) strength. I thought "This will either be incredibly powerful or cause something horrible." It was the latter. Whenever that monster attacked something, the attacked monster would be at "-2146342098%" HP (or something similar) and be completely unkillable thereafter (behaving normally otherwise). I let my monster die because I wanted to actually complete that item dream.

Did you guys need liquidity to keep going and decided to release for the sales boost? This game is very successful at its atmosphere and art design, but it features a lot of strange programming behavior in various spots. Keep up the debugging!

Minor bug - Sometimes, trying to equip a piece of gear will leave the menu instead of equipping it. I had an auto-equipped bag of pebbles and just could not put my blizzard circlet back in that slot; it kept exiting the menu, four times in a row. So I manually unequipped the pebble bag and was then able to equip what I wanted.

Minor bug - The Summon Soulshade skill used to say "Cost to Master: 0" after I had learned it. The bottom of its description window mentioned "This skill has not been mastered. You will not remember it when you change jobs!" (or something similar). After I learned every Soulkeeper skill, all of them starting displaying these messages. However, when I changed jobs, I could still use them just fine.
Post edited February 05, 2018 by danuguy
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danuguy: Did you guys need liquidity to keep going and decided to release for the sales boost? This game is very successful at its atmosphere and art design, but it features a lot of strange programming behavior in various spots. Keep up the debugging!
I noticed that the release date was part of the promo video on release day. So things like that would also factor into a launch - I don't even know how many things have to change if you change a release date, but it's probably a lot. There's always one more bug than you think there is, and it always takes longer than your estimate to do XYZ that looks straightforward until you actually do it...
Please check version b100c and see what bugs remain or got fixed :)
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JudasIscariot: Please check version b100c and see what bugs remain or got fixed :)
Gambler quest FIXED for me.

Dramatic music failing to terminate after talking to Erin (Rumor Gatherer) FIXED.
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danuguy: Did you guys need liquidity to keep going and decided to release for the sales boost? This game is very successful at its atmosphere and art design, but it features a lot of strange programming behavior in various spots. Keep up the debugging!
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mothwentbad: I noticed that the release date was part of the promo video on release day. So things like that would also factor into a launch - I don't even know how many things have to change if you change a release date, but it's probably a lot. There's always one more bug than you think there is, and it always takes longer than your estimate to do XYZ that looks straightforward until you actually do it...
Oh yeah, I know what you mean. Although it came from genuine curiosity, my question was actually kind of blunt. I think I was frustrated at the blemishes on an otherwise quite well-realized work, and that was self-centered of me.

I can confirm the same bugs being fixed. However, the "skill not mastered" issue I mentioned is still present, and so are the monster breeding idiosyncracies. I have a screenshot this time!

Quality of life: The way the item menu scrolls is counter-intuitive. You can scroll all the way down by holding "down," but holding "up" goes to the filters as soon as you reach the top of the items you currently see. The only way to scroll back up to the top of the item list, one item at a time, is to hold whatever button makes the cursor spin in place and behave like page up/down (left bumper on this controller). The menu should treat scrolling up and down consistently and only go to the filter buttons once you reach the actual top of the item list. Perhaps pressing "right" might be a good shortcut to the filters?

Moderate bug: One of my monsters is now completely unresponsive. It died and was rescued through insurance, then when I went to fetch him and bought more insurance, everything looked normal... until I changed screens once. The monster's name and HP bar disappeared from the window at the bottom right, and the monster just stood in place forever. I took him to a dungeon, and it would appear next to the stairs with me, and stand in place without ever doing anything. Targeting it with a ranged attack listed it as "Aggressive," but I couldn't attack it and neither did anything else as far as I saw.

The monster in question is a sludge spirit. It damaged enemies long past its actual time of death with the spreading acid puddles. Could that have caused it?

Quality of life: Consider adding an option for a third skill bar. "Number of skill bars: X" in the options menu, perhaps? These things can get full very quickly when multiclassing, and a lot of skills can see use in common situations.

Quality of life: How about some way to get a reminder of what item you're exploring, and how many floors it was announced to have? Maybe at the top of the large map, when you display it?

Minor bug? Is it normal for ranged bandit enemies to be able to hit you with shadow snipe even as you move behind cover, and through walls, once they've targeted you?

Minor bug: When targeting Manabombs, the spell description at the top of the list mentions "Press directional buttons to rotate" in yellow, but it doesn't look like the checkerboard-style spell target can be rotated at all. Either removing the yellow text or making the spell rotateable would fix this issue.

Quality of life: The description for the Soulkeeper's Shadowwalk ability says enemies can't attack you while you're invisible, but if an enemy has already started targeting you with a skill (shadow snipe or the horned bugs' rushing move, for example), the attack will still be executed and hit you. Rather than suggesting you're invisible, perhaps the ability description should be edited to "will not target you?"

Minor bug: When an enemy parries your ranged attack (and maybe other kinds of attacks too, but I'm going by what I've seen), the verbose battle log says "[Your character] parried [parrying enemy]'s attack!" when it should be the opposite.

Here are the steps to reproduce the negative-power bred pet that happened to me again. I gave two monsters a rose petal meal repeatedly (three times) until they created offspring. That's all. Here's the screenshot!
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Post edited February 06, 2018 by danuguy
I think you can reach the devs more easily if you join Discord using the in-game Community link. You can post save files and crash logs. That's something I found out only after the fact.

I actually had a pretty bad bug after the new patch. If I enter Floor 15, I have to reload the save after each turn cycle to act again. Bug does not cause trouble if I backtrack to Floor 14. Anyway, I posted files/logs on Discord. Steam got another patch today, so it might be the patch after that or beyond for stuff to process.
Hey guys,

We got a new update for the game that's in QA right now :) Hopefully everything will be done soon :)
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mothwentbad: I think you can reach the devs more easily if you join Discord using the in-game Community link. You can post save files and crash logs. That's something I found out only after the fact.

I actually had a pretty bad bug after the new patch. If I enter Floor 15, I have to reload the save after each turn cycle to act again. Bug does not cause trouble if I backtrack to Floor 14. Anyway, I posted files/logs on Discord. Steam got another patch today, so it might be the patch after that or beyond for stuff to process.
How's version b101a working out for you?
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mothwentbad: I think you can reach the devs more easily if you join Discord using the in-game Community link. You can post save files and crash logs. That's something I found out only after the fact.

I actually had a pretty bad bug after the new patch. If I enter Floor 15, I have to reload the save after each turn cycle to act again. Bug does not cause trouble if I backtrack to Floor 14. Anyway, I posted files/logs on Discord. Steam got another patch today, so it might be the patch after that or beyond for stuff to process.
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JudasIscariot: How's version b101a working out for you?
It's coming along. I think all the ones I posted are fixed. But there's always one more bug.

Been spending more time on Discord after I found out how much more present they are over there. They usually know about bugs before you get a chance to tell them.

I don't even want to write a review because I want to not have to talk about the bugs... :-o
Has anyone encountered a bug where if you accidentally double-click on an Ability it all of a sudden disappears? This happened in the Slot Ability/Active Ability window. I lost the "Delayed Teleport" ability and have no idea how to get it back. It won't let me re-add it back to the slot.

Update:
I finally figured it out. It looks like the user can manually click and drag the icon if a spell is missing.
Post edited July 19, 2020 by IronArcturus