- May 25, 2018
- 1,315
- 1,004
You do not.with every new update i have to reply the entire game (fuck this game)
When you start a new game. there is a screen listing every choice / quest in the game.with every new update i have to reply the entire game (fuck this game)
Delete persistent data in options. See if the issue persists when you retry.I would love to play this game but no matter what I choose at the start, going to get a hooker or to see Adara at the tavern the game crashes as soon as the MC is about to finish. I have no idea why this is happening or how to get past it so guess I can't play.
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I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/data/world_quests/main/prologue/script_prologue.rpy", line 710, in <module>
File "game/engine/gallery/gallery_functions.rpy", line 45, in unlockGalFlag
TypeError: list indices must be integers or slices, not str
Sorry im not followingletters and numbers you type somewhere inside a game in order to activate cheats that were pre-programmed into the game by the developer for people with those codes.
You asked "what is a cheat code?".Sorry im not following
Yes bro! One page earlier. Post #3,061Is available for Compressed version?
How can I start this quest? After giving him the magical thing from the mages, his quest never appears for me.What do you mean makingYou don't have permission to view the spoiler content. Log in or register now.
Don't you fucking think
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This quest doesn't unlock for me. I did all bite no bark.View attachment 3300412
Have you done all these quests?
I think you must do 'All Bite No Bark' quest first
>makes the travelling system even more tedious.It does not matter if there are other random events.
the way you are handling travel right now is terrible. And you just made things WAY WORSE in the latest update.
Look, just try to travel from your home to to ves camp to talk to her. (lets not even get into the herculian task of coming back)
It used to be that to travel to ves I needed to do:
1. exit home
2. go down.
3. go left.
4. go down to exit city.
5. click on globe
6. click on valley of death
7. click on globe
8. click on ves' camp
9. click to enter her tent
which was already fucking obnoxious.
Now it is (using the shortest path):
1. exit home
2. go down.
3. go left.
4. go down to exit city.
5. click on globe
6. click on valley of death
7. click on step on route.
8. click enter.
9. do a fight
10. click on destination.
11. click enter. (I am now at equivalent of step 6 before)
12. click on globe. (equivalent to old step 7).
13. click on ves' camp
14. click on path.
15. click enter
16. do a fight
17. click on destination.
18. click enter. (equivalent to step 8).
19. click to enter her tent
This had a minimum of 2 fights. which each take many more clicks.
I used the shortest possible path. It can be way longer.
There is absolutely no reason it has to be this way.
In a standard RPG the way it would actually work is:
1. click on globe icon when there is no block on leaving the city. (ex: if at home and fasttravel_unlocked_city variable is true)
2. click on target (ex: ves' camp)
The game then rolls X random encounters based on the distance traveled and possibly settings (where you can disable random encounters or lower their frequency).
And when I do randomly encounter a combat, if it is a trivially weak enemy don't force me to make 20 clicks but let me click "autoresolve combat" button.
And people still rightly complain about how obnoxious those random encounters are in a normal RPG... yet you took that already tiresome mechanic and dialed it up to 11.
The good news is that dev says he will address that issue by providing quicker nav options in future update.>makes the travelling system even more tedious.
Guess I'll try this game in future updates then.
I am really looking forwards to that.Thank you for your feedback, I think your correct about the amount of clicking becoming tiresome.
My immediate thoughts to help mitigate the issue:
>Implement a button that allows a player to immediately exit any city to it's 'outskirts' regardless of where they are. (Excluding story/gameplay relevant moments where it would be briefly disabled).
>Implement an 'auto route' select, allowing the player should they wish to sit back and let the game choose the travel route for them.