Lumberjacking is the only skill that goes over 90; a few other skills can get to 90 but 50-90 goes pretty slow. Using magic skills in combat gives XP for that type of magic, so those, evasion, combat mastery, toughness, axe mastery can all get to 90. Regeneration can get to 90 but it's difficult (50+ you only get XP from being at low health AND poisoned or on fire). There's no requirement of any skill over Expert (50) except for lumberjacking.
To get regeneration: you need level 25 physical fitness, then you need to be at low (below 10%) health during combat and it should trigger to gain the skill
have you worked at the blacksmith or the woodworking shop? the Baron needed equipment for his guards, if you help make the equipment they'll be able to assist you
You can get a burn salve from Emmy's room if you talk to her in the morning. Once you've used several burn salves, you'll get the option of asking Emmy how to make one yourself. If your alchemy skill is high enough, you'll understand what she's saying and then you can gather ingredients and make the salve in Emmy's room.
Hmm how does that work? When I talk to her, she only speaks about the school. How it's too bad I can't come before the dragon, and how good that we can go together after dragon.
You need to have used a Burn Salve before - see if the Blacksmith has anything to say if he sees you when you have the Burned status, maybe you have to get close to the forge for that...
Just sent in two bug reports about those. When I say the library I meant Mr. Harris' study room. I've heard other people say that they just talked to Simon after defeating the imperials and that gave them access, but I have been trying to talk to him over multiple loops and the only thing different from the start of the game is that talking to him chopping a tree will pop up a message saying something along the lines of "I should talk to him in different scenarios, this might take multiple loops to figure out."
First, go into your friends room and check the book. Then talk to him about it in the lumberyard, he will say he got it from the old man, from there, you just need to ask the old man for access.
Hey, thanks for playing! I'll address all of your points here in one post, but let me know if I missed anything.
- I'll look at the Baron's event. This may already be fixed for next update but I'll double check.
- Status screen should be fixed to have all attainable skills (that are level 1 or above)
- In order to get access to Mr Harris's office, you need to have read Lewis's book in his room, then talk to Lewis at the lumberyard (doesn't have to be the same day, but has to be on the first day of a loop). Then if you talk to Mr Harris in the morning, you can ask to look at his books. If you're on the second day or later of a long loop, you get the other conversation with Lewis (which I won't spoil exactly what to do, but you need to talk to Lewis in a few different scenarios).
Hope that helps you, and thanks for using the bug report form! You can check here on the status (but of course you won't have a fixed version until next update)
Good question, I was thinking of doing a short devlog today with an update. 0.22 with a little new content around Starsight should come out in the next week or two, and then probably the next update will be the major update 0.3 which i'm hoping to have out sometime in december.
I have found a possible issue with the school it is enourmously time consuming i assume its a bug but currenlty you can take up to a max of two classes any day even when you arrive asap that means the classes take upwards of 10 or 20 actions on average and dont seem to yield anywhere near that much exp so if you can gain relevant wxp elsewhere its way way better there then at school so far its only been useful for diplomacy and unlocking magic types
Yeah this isn't a bug, this is intended although still a work in progress. The problem from a game design perspective is that if you go from having 14 (or fewer) actions per loop to having 50+ actions in a loop, that long loop lets you level up skills way too fast. So the ~20 units of time in an academy class only gives you about 5 units of skill progress. I'll be tweaking this more, and some other methods of leveling might even need to get slower to match up more reasonably.
I will mention that there are several skills you can only learn at the school, so don't miss those.
Thanks for playing! 1) You should be able to manually move over your save file; I have often suggested players start new saves for new versions, but I'm mostly done tinkering with bae game mechanics for now so that shouldn't always be necessary. If you ever run into a weird bug though it may be related to having an old save.
2) Those are the best possible right now; adding some more craftable items will be part of the blacksmithing and woodworking revisions that will happen in some future update (check the survey!)
3) There are definitely some reasons that information could be helpful to Graham, but he just hasn't figured that out yet (and I haven't added it to the game yet). One of the things I like about Stubborn Skill Grinder that I'm trying to bring into this game is the idea that a time loop isn't just following the same path every time and trying to get a little further - sometimes you learn that there was a different path you could take right from the beginning. So I really like having these things that Graham doesn't notice or doesn't care about, and later he realizes they're worth paying more attention to.
1 minor bug. the missing wall is still there and it's totally possible to enter the room and search the bookcases and have them be non intercatbale cause they are gated behind the door interaction.
Ignore point 2 I am only leaving it in incase someone else like me doesn't realise its use case.
2 currently magic bolt or magic mssile or whatever itd called seems to have very nieve utility as it should be unlocked after cleave and is generally just a lower damage version of cleave although it hits twice... never mind ignore that bit i just relaises its better against enemies it can kill with one of its two attacks great vs chaff enemies solid nieche sorry never mind ot totaly works fine. also it uses mana instead of stamina.
3 not mage specific but I noticed that for a while defending at least witha shield did not regen me any stamina resulting in at one point a long fight with a kobold one left I a group fight where I took forber to die since I could only defend. Idk if this was poor stats on my part ie shields use stamina to block damage so I just grabbed one at exactly the wrong time and just needed a bit more fitness a bug of some kind or possibly just a case of perhaps some status effects either poison or fire reducing stamina regen and it happened to drop mine to exactly zero(I had 2 left every round so it wasnt negative 1 or 2)
for 1, I'm not sure exactly what you're experiencing. There are 3 shelves of books in the mage's guild; the top and bottom shelves don't have any content yet. The middle shelf has the new spellbooks. I'll remove the door/curtain because it's a little confusing and the message is kinda incorrect now, but interacting with the middle row books doesn't require you to interact with that door/curtain in any way. You should be able to try to study magic, and if your relevant skill level is too low there's a message saying so.
for 3, I'll dig into this but if anything I'm seeing the opposite, where stamina is regenerating too fast. the "defend" action should regain 5 stamina, and then stamina is regained per turn based on physical fitness (which also affects max stamina). If you ever get into a situation where you'd like to just die already and end the fight, you can press right arrow to skip your turn without taking any action.
Thanks for playing, good question. There's a simple system in place right now - if you take the full class you get a certain amount of XP, if you take a partial class (after time = 10 in the morning i think) you get a reduced amount, 3 instead of 5 or something like that. I'll probably expand on that later and make it a little more complex
Bug: When you already have a Mighty Shield it's not possible anymore to craft an Epic Shield (Old Man Harris comments on the menar wood, but only "Nevermind" is shown in the dialog)
Minor Bug: The bottom left Whip Fern does not disappear when gathering it.
Generic Issue with "Stamina": When doing a lot of Fighting, you loose all your Stamina. Would be great to have a possibility to recover some of it fast (kind of "take a break", "have lunch", "eat some food" or similar). Generally I would think eating breakfast should give an initial boost to stamina (AFAIK otherwise its just one hour wasted...).
In general I think that stamina idea could be a bit expanded: Strenuous stuff like Black-Smithing, Woodworking or Chopping could use a fixed amount of stamina as well (per hour). Recovery of Stamina should also work on an hourly base (based on physical fitness and maybe toughness). The starting amount of stamina (including staring regeneration) should allow about 3 hours of continues work (more possible once physical fitness gets higher so, recovery is better). IMO recovery of stamina should not match the spent amount below elite level.
Thanks for your feedback - please use the bug report form here. Whip fern not disappearing is definitely a bug and I'll look into that, but I might forget and that's why I like people to submit bugs.
- You can only craft one shield per day, so if you've already crafted the mighty shield you can't make the epic shield. it should default to crafting the best shield possible, if that's not working I can take a look
- Stamina is one example of me trying to make rpgmaker do things it doesn't naturally want to do, so it's a little janky in places and I'm trying to fix that without breaking the whole thing. What's supposed to happen is that you use stamina while fighting and then it regenerates like health by walking around or at the end of combat turns. Eating breakfast does increase your max stamina for the day, but it might take a minute for that to update correctly. I'm split on using stamina out of combat - it's thematically appropriate, but might not make for the most fun gameplay. Still in work in progress, and thanks for your thoughts!
If stamina regeneration ever hour, it’s not like it make a difference if it used outside of combat unless crafting takes more stamina than is regeneration. Especially with physical fitness leveling from relatively a lot of sources in game. Crafting would somehow have to scale with the stamina usage or be high to begin with for it be relevant, which is unrealistic since normal humans not empowered by the system can do it.
Right - adding stamina cost to those activities would either be barely noticeable, or it would be a burden to the player having to manage another system that's not really connected to the fun parts of the game
The Shield thing was more like: I spend the morning crafting some Equipment. Then I go to Menar Wood. When back I tried to craft a shield again…
Next day I went to Menar wood without Shield… This worked fine. Not sure why to restrict to one Shield per day. If you could make a better one than you already have I would definitely do so before heading into a fight…
I understand - the restriction is mostly on my time and effort. Most of the time players don't need more than one shield in the same day, and it's easier for me to put all the logic together as one "create shield" operation that can only happen once per day and makes the best shield possible instead of having multiple once per day shield-making options. Part of the once-per-day restriction I think was from an early simple version of my daily reset logic, which is now a bit more robust and able to remove multiple shields from Graham's inventory, so maybe I can just remove that restriction. The best (but most work for me, for honestly pretty minimal reward) would be to only let you craft a second shield if you are able to craft a better one than you did previously. I'll think about this and maybe add something in to the blacksmithing / woodworking updates that happen in the future.
What exactly happened when you tried to download? It seemed like itch was having some connectivity issues earlier today; if there's a windows anti-virus thing warning you about .exe files you should be able to tell it you trust the file (you might have to click on "more info" first?).
Downloading works fine for me, and other people seem to have gotten it as well.
To be more specific the browsers I tried it with were flagging it as a virus AFTER I downloaded it, so it would show up in the download folder and vanish right after. Windows defender didn't say anything.
And itch launcher is still not working though I imagine this is due to itch expecting loose files rather than an installer? Idk -
Anyway was able to install and it seems to run today. Thanks for poking me!
good question - I think it's because itch doesn't like the .exe attachment? I've been meaning to reach out to itch.io support about this, but I know they've been a little busy lately...
Note this post only covers soemthing for when your polishing the game as it would have no gameplay effect and that is you should probably at some point give graham a starting levels in common say journeyman in common it wouldn't do anything or maybe human lore idk since we need draconian lore to read draconian wouldn't we need human lore to read human or im not thinking about how graham is learning draconian as part of reading lore on dragons rather than directly learning the language from a teacher maybe something to consider way later during the polishing stage of the game not now
This isnt improtant at all but sooner or later the current set up results inthe player having very binary fights where we either win easily or die basically never have ahrd fights with a chmace of winniny or squeak out a victory
Well there's two things going on here. #1 is that I'm not focused on game balance right now. #2 is that as a time looper, you're going to fight enemies that are way beyond you and then later on you've grown past them. I'm trying to make sure both of those situations exist, so for any particular fight or enemy there's only a very narrow window where it's an evenly matched challenge.
I agree both that its notnimportant now or critical on the future all i meant to say though i conveyed it poorly is that several skills namely regen mana mastery healing spells healing alchemy etc barely matter because you basically only get injured but not killed in fights where your grinding combat manually specifically to improve defences instead of with the clock as oppsoed to actual fights you get. So they are not very useful in general this is not a problem particularly not right now. I agree I just wanted you to be aware of these current set up for the future. Not that uou should necessarily take my advice i haven't made any game worth sharing unlike you. As for part 2 want I meant was that there's no in-between loop where you can win sometimes or with difficulty or witha. Lot of health loss I went directly from lose every time vs the knights to winning with between zero and 15 damage of my 300+ health literally winning eith around 95 percent health from losing always idk how to fix this or even if it needs fixing as you said its a game all about crushign enemies that could once crush you.
For ehen tis balance time the current issue as far as i can tell is that defence is often higher than hp quite regualry so an attack thats jsut say 50 percent above your defence one shots you
I also noticed its relatively rays to grind things that improve defences dodge shield balcksmtihing for armor woodworking for shield and I belive others like physical fitness. But hp skills are far harder to train so the combat stat you generally ahve the least of us hp which isn't necessarily an issue but it makes rhe fights feel more like stat checks and less liek fights also in the current build ir mostly invalidates the use of helaing magic mp mp regen alchemy herbology etc. Except for when your cheesing fights to have super long rounds wher you make ludicrous progress in one loop
yep, good feedback. when the new version is out you'll see that there are some different enemy attacks, for example one that deal s guaranteed but low amount of damage so it should be good for training toughness. the numbers will get shuffled around for sure, i'd like regeneration to be more relevant so overall hp value probably needs to be higher
No problem only reason i mentioned it was because i wasnt sure if the map was going to grt chrcked again since visually it wasnt obvious it was missing its kind of subtle and also the fact the first time i went in i didnt trigger the door telling me the srea was unfinished
You probably shouldnt he talked about some bugginesss and issues aroudn the transfer even if you successfully transfer your combat stats will be imbalanced in a way that makes them hard and more probalamatically really boring to fix
YEEEESSS I FINALLY CAN FARM REGENERATION WITHOUT RNG TO UNARMED OBLITERATE EVERY BEING AFTER LVL 17 AND NEEDING TO GIVE UP TO REGENATION MASTERY ON LV 87 BECAUSE FIRE RESISTENCE GOT TO MASTER AND MAKED ME IMORTAL, THANK YOU BCBCC.
How do I gain access to Mr Harris office with the books or ate those currently unavailable in this version I previously gained access but I dont know how i did so
Talk to Lewis at the lumberyard (you'll need to have the convo with Simon first), then on a subsequent loop you should be able to talk to Mr Harris in the morning before he goes to work and get access to the books. If that doesn't work, then let me know exactly what you're doing and I'll see if I can figure out what's going wrong.
One thing you might consider adding temporarily is a notification when you max the effective level of skills that no longer give bonuses when leveled beyond a point like blacksmithing and woodcrafting which give no bonuses once you can craft the highest tier equipment currently in game. Unlike comaby skills. Alternatively have smithing/woodworking etc give tiny stat bonuses to crafted equipment so that there's always a differnece but that's probably unnecessarily complex for the game.
Love this game I assume the rope for the giant hole has yet to be added.
Unintuitive things not necessarily bugs.
You continue to drown in the well after you can no longer gain exp for it in additon it is hinted you should use the well to train after the river as it suggests you need either rougher or deeper water to train in. And the well is deeper since I can drown in it
I can no longer find the way to get access to the office to read books this appears to have capped my draconian knowledge eithout its book and I can no longer read the fishing book. The unlock requirements i maybe somehow haven't unlocked hut I've unlocked almost everything the best gear available expert balcksmithing and lumberjacking journeyman woodcutting etc beaten the knights unlocked alchemy though I previously unlocked it later in earlier versions as in after I got access to the office I haven't made any actual burn salves yet as I haven't needed any and the lack of an effective method that I can find to grind hp means while my defenses are good and most enemies can only hurt me with status effects and I can one shot everything weaker than a dragon most injuries I take are lethal as the difference between no damage and dead is tiny ive taken up no armor fighting kobolds and later spiders as they have the best consistent low damage enemies I can fight who won't isntakill me when I let them hit which is required to level regeneration and the only semi effective method to train toughness ive found this seems to be an issue as toughness is a core combat stat that is very very hard to level and it gets harder to level the stronger you get some. Two hypothetical solution neither is great give a larger toughness bonus on death or ideally some kind of combat training the way there's a dedicated fire enemy for fire resistance maybe alchemy let's you amke poison to drink for poison resist and toughness im not sure but the fact combat mastery levels based in attacks and toughness on getting hit higher evasion slows its leveling speed on top of the fact we always go first
A weird thing I noticed was that as my defenses and offenses improved it got harder and harder to train regen and to a much lesser extent toughness as I need a fight where I have multiple turns and take damage as this only is possible with most enemies by not defending I think you might add some kind of later version of the fight thr fire or some such that let's you intentionally injur yourself to train healing . Or even just a unlockable combat move say take hits which drops dodge chance to zero and nullified defneces to let you train defenses less impractical and elts you valve toughness and combat mastery if you want while currently I have no idea how you'd do it after getting your attack to the point you one-shot enemies
Thanks for playing and for your feedback! I'll take a look at the swimming locations, might be some messed up numbers there. In general I know there are a lot of balance issues, and I'm more focused on getting content added now and game balance will come later. There will be stronger and more varied enemies to train your skills against in the future.
No problem i assumed that was the case just wanted to bring the balance stuff to your attention and what i assumed was a swimming bug either drowning in the well once it can no longer be used to gain levels. Or it stopping giving levels to soon when it should give more levels.
Thanks for your feedback - I'm not sure how exactly I could implement that within RPG Maker VX Ace. My advice for now is to pay attention to what you're doing :)
Agreed also the game at least currently both isn't that long and also there are multiple save slots with most info being eaisly obtainable in roughly 5 to 10 minutes.
Hey, thanks for playing! Physical Fitness and Combat Mastery are the skills that will affect Agility (which determines when you get extra actions in combat)
Sorry, I'm not really sure what you're asking. Are you having trouble with something? The game is made in RPG Maker VX Ace, and the crashes that are happening are due to me trying to to some things with damage over time that the game isn't really made for. It's an ongoing process for me to get that working without crashing, and I really appreciate all of my playtesters on the SSG discord and here who find edge cases (and sometimes very common cases) that cause crashes so I can get things working.
Nothing to worry about, I just saw videos of people talking about strange features in a games and code like the aforementioned image to run or a an airport or university that requires youtube to be playing in the background in order for their computer to download anything
When fire finishes burning out of combat, it says "graham wasburned".
When crafting an axe shaft with menar wood, it crafts a shield instead.
Sometimes when I die in a fight, the game freezes, flashes a few times, and then gives a "stack limit reached error" pop up. Maybe there's some sort of loop the game gets stuck in when certain conditions are met? Maybe it has to do with regeneration because the first time I got this error was during a fight where I learned that skill.
When crafting with menar wood, the dialog form old man harison triggers even if he is not yet in the shop. It aslo triggers when again even if you have already crafted with it once.
When using the skip loop after beating the guards and dragon, it says "script 'Game_Interpreter' line 1141: NoMethodError occured. undefined method '>=' for [1029];array"
Maybe bug:
When you preemptively kill the dragon, you can do whatever you want with no time limit provided you don't enter the area outside your home. Regarding this bug, I'm afraid of what might happen should I use the skip loop option as there would be nothing to interupt it.
After learning mana control, you can use the mage guild door as training until level 10 with no time spent.
No matter how many orders I work on, whether it is woodworking or blacksmithing there is nothing to signal that I'm done or that anything has changed, except for when you fight the imperial force.
Unable to use the skip loop to learn draconic knowledge past 10 even if I gained access to the advanced draconic book.
Able to use the skip loop to fight even when I have yet to unlock any of the locations where enemies spawn.
When you finish fighting fire, if you gained the burned condition during the fight, the blacksmith will automatically trigger the dialog that gives you a burn salve.
When you are fully able to eavesdrop on the conversation at the tent, there's no way to read it again. This is relevant because i accidentally skipped past it.
When you reach level 10 in both lumberjacking and axe mastery, there is no way to hear what the conversation inside the house is anymore.
When defending as the first action, graham's UI disappears, meaning you cannot see his portrait, health or mana.
Suggestions:
I would like to see more information about the skills; a description; effects; experience level; and maybe even displaying the formula for the bonuses it gives.
I would also like a skill page to view all skills instead of having them pop up one by one as dialog.
When using the skip loop options, it would be nice if you could have the option I chose remain as the selected option for the next section of time.
I would also like if you made a bug report page.
I would like to have tooltips for status effects, letting me know what is going on, it took me awhile to realise that getting burned reduces agility.
It would also be nice if the stats were explained more and their relation to combat, for example "agility increases the number of actions you can do in a turn", as that was something I had to figure out by myself.
Praise:
I think it's really cool that you made a game inspired by stubborn skill grinder and I really enjoyed playing it. I am looking forward to further updates.
Thanks for playing, and thanks for your extensive reports. I'm taking notes and when I get some time in the next few days I'll check everything out and let you know what's up. If you join the Stubborn Skill Grinder discord, I have a channel there where I post early builds for testing and bug finding.
a few quick replies: - When you finish fighting fire, if you gained the burned condition during the fight, the blacksmith will automatically trigger the dialog that gives you a burn salve. -- This is intended, that's how you're supposed to learn about burn salves
-After learning mana control, you can use the mage guild door as training until level 10 with no time spent. -- good catch, I had noticed that in my testing and then missed a step in fixing it.
- When crafting an axe shaft with menar wood, it crafts a shield instead. -- yep, this is an easy fix I thought I had done a while ago.
- When you are fully able to eavesdrop on the conversation at the tent, there's no way to read it again. This is relevant because i accidentally skipped past it. -- people were finding it annoying to keep seeing the same thing if they were just trying to level the skill, so it should only repeat once per day. I'll double check, but eavesdropping the next day you should get the conversation shown again.
-I would also like a skill page to view all skills instead of having them pop up one by one as dialog. --- yeah this is on the wishlist, it's difficult within the constraints of RPGMaker VX Ace to do this without spoiling skills you haven't unlocked yet.
- I would also like if you made a bug report page. -- Yes, I would love to do that, I try to keep up with comments here and in discord but I'm working on a better solution.
Can healing be learned? BC it seemed bugged. I ask the priest about advance magic, get sent to the guild, go there, return, and the option is gone. I check all the bookshelves and table to try learning it but nothing happened.
The acolyte at the reliquary will mention the mage's guild if you ask about advanced magic. In order to learn healing magic, you first need to unlock the Regeneration skill
Not unlucky, that's on me. I thought I had fixed that issue but it's still there, I'm gonna see if I can hotfix to at least get something stable, even if it doesn't work exactly as I want.
i think that the kobold and the walking bug happens if i die to a single kobold and if i walk from the right to the left on the lower tile of the corridor in the top left of the first floor of the kobold cave
Found a bug, got to the third loop and entered in the kobold cavern, but in the moment i died the game stoped and after some time the mensage "sistem stack error occured.
stack level too deep"
still didn't try to reload the save so i don't know if the bug is consistent, but in the 0.1.5 it sometimes happened with me but in the start of the fight of the dragon or the knights and it freezed and 3 seconds later crashed the game, lost some hours on this specific
Hey, thanks for playing. I'm aware in 0.1.6 that there's a crash that can happen when you're on fire - the damage over time out of combat has been disable until I can figure that out (see the current downloadable version 0.1.6a). Can you let me know if that's what was happening for you or is it something else?
Found a bug. If you leave the 2nd floor of the mine, you can't get back in until the next loop. got my blacksmithing above 50. Is there a better weapon I can forge if I get it to 70 or something? and are the guard allies going to be implemented in the next update?
Thanks for playing! Sorry I missed this comment for a couple days. I wanted to get guard allies in this update, but there's a lot of back-office stuff with how I've been messing with the game engine as a primarily single-character game that I have to work out how to undo to add allies, so not yet.
Generally speaking there's no benefit to having skills over level 50 right now, but there will be more blacksmithing and other unlocks for higher level skills in the future.
For the mine bug, can you give me a little more information? I haven't heard that one before and I'm not seeing anything obvious that would cause issues there.
I was on the second floor of the mine with low health after fighting some monsters so I decided to try to leave to do a few other things before the dragon showed up outside. Went to go back into the mine but the guard was in front of the entrance again and would only repeat the line he says before he moves out of the way when first entering, but wouldn't move now.
Just started playing (hit journeyman on a few skills) and I'm enjoying it! One thing that could be improved is some kind of hint on what to do for burns? I read some comments just now and got some ideas, but some kind of tip in-game when you first get burned or something would be nice. Also, Ive hit 25 in fire resistance and still take a lot of damage from being on fire, like 40/turn. Does the fire resistance decrease damage from fire? or just reduce chance to catch fire? Decreased damage would be nice to make loops with the same actions a bit more consistent. Thanks!
Thanks for playing! Right now the only hint on what to do about burns will come from the blacksmith, but I'll look at putting in another hint earlier. Some parts of this game are intentionally a little bit of a puzzle, but I don't want it to be too hard to figure out. The way fire damage works (in the current public version you're playing) is that it's 15% of your max HP each turn, and Fire Resistance increases the chance of the "on fire" status to end (and turn into "burned"); it also decreases the initial damage from fire attacks. In the new version I'll have out soon, fire damage per turn will be reduced based on your Fire Resistance skill (and Fire Resistance still does the other stuff too).
thanks for playing! each activity that trains a skill has a cap - you can't become the strongest man in the world just by doing pushups in your room, and you can't become a master blacksmith just by making one or two things at a local forge. Right now the cap on lumberjacking is 70; the new version of the game I'll be releasing soon already has a lot of added messages letting you know when you've reached the skill cap from a particular training method.
Just downloaded the game to try out as you got a shoutout from the author of The Stubborn Skill-Grinder In A Time Loop. I can't even leave my bed on a brand new save, the character is just stuck in the corner of the room and I can't move. Playing on Windows 11.
did this happen just after starting a new game when you appear in the house? The default controls are arrow keys for movement, Z/X for action buttons. If that's not working and you're sure your keyboard is otherwise working fine, please give me any more info you and and I'll see if I can troubleshoot. Otherwise, thanks for playing (and don't go too far because the new update will be out pretty soon)
Yes it was right after starting a new game, and after the initial dialogue finished saying something about checking on the guy in the next room over. The character immediately moved one tile left into bed, and i couldn't get him to move again after that. Was almost like the game had a stuck Left-input. Keyboard works fine, no macros running or broken keys, and I could navigate the Esc menu normally. Happened after multiple game restarts, and i even tried Compatibility Mode for Windows 8; still happened. Bizarre. Edit: actually, booting it up again, I can't go Up in the menus either. Only down and side-to-side.
Hm, I don't think anything in game should be causing movement at that time. Seems like it could be an issue with RPGmaker reading your keyboard inputs.
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what are the caps for all skills? most seem to cap at 70
Depend. Lumber can go over, axe can. The magic is caped at 50 for now. It goes from skill to skill
Lumberjacking is the only skill that goes over 90; a few other skills can get to 90 but 50-90 goes pretty slow. Using magic skills in combat gives XP for that type of magic, so those, evasion, combat mastery, toughness, axe mastery can all get to 90. Regeneration can get to 90 but it's difficult (50+ you only get XP from being at low health AND poisoned or on fire). There's no requirement of any skill over Expert (50) except for lumberjacking.
how I get regeneration?
To get regeneration: you need level 25 physical fitness, then you need to be at low (below 10%) health during combat and it should trigger to gain the skill
the only trees that can level lumberjack over 70 are in the "menar sanctum" area - have you spoken to master osgood at the reliquary?
what's the difference between magic training in the academy and in the guild?
does one grows more than another?
Not really any difference (that matters), I recommend the guild, as it's faster to repeat
You learn different spells, and you can't start training a skill in the mages guild
how I get a rope on the cavern?
In one of the corners in said room. But its not in the game yet. So its only usefull for grinding perception
when does the traven open? ive waited till 51 for it and it's still closed
Don't think its in the game yet
The tavern is not available, sorry
how do I get the option of 'accept help' against the guards?
have you worked at the blacksmith or the woodworking shop? the Baron needed equipment for his guards, if you help make the equipment they'll be able to assist you
Oh, I see
I was wondering what the 'make order' thing was for I thought it was just for money to buy stuff later
How many attempts do I need to beat the dragon, on average?
I'm struggling to beat even a single monster of the forest
Edit: nevermind I got the battle axe and fixed it
Grind the masteries. Go into the cave and just fuck shit up. make some equipment.
(Why did I word this like an ad?)
the menar grove enemies are much tougher than the enemies in the mines up north, better to start your combat training there
Hey, itch is flagging this as dangerous
Just so you know
Its also shadow banned. I recommend contacting support
ah, i had already contacted support to get the game indexed and searchable, now apparently it's not anymore. thanks, i'll ask them about it again
Hope it goes well. I really like the game, and want more peps to play it
So first of al i love the game :) really enjoy what you have done with it.
but i can't seem to figure out how to get the recipe for the burning salve? or how to start gathering. Anybody able to help?
Thanks for playing!
You can get a burn salve from Emmy's room if you talk to her in the morning. Once you've used several burn salves, you'll get the option of asking Emmy how to make one yourself. If your alchemy skill is high enough, you'll understand what she's saying and then you can gather ingredients and make the salve in Emmy's room.
perfect thank you :)
Hmm how does that work? When I talk to her, she only speaks about the school. How it's too bad I can't come before the dragon, and how good that we can go together after dragon.
You need to have used a Burn Salve before - see if the Blacksmith has anything to say if he sees you when you have the Burned status, maybe you have to get close to the forge for that...
how I get the burning status without fighting the dragon though?
keep working with the blacksmith, you should be gaining fire resistance levels there as well...
Hi! A few things:
- Sometimes the Baron won't appear after defeating the Dragon and Imperials. I am unable to access the Academy.
- Also, the Biomancy skill doesn't show up on the status screen.
Also, how the hell am I supposed to get into the library? I've tried interacting with Simon in every way possible and it never changes.
The Academy library doesn't exist yet
go here for bugs: Bug-Place
Just sent in two bug reports about those. When I say the library I meant Mr. Harris' study room. I've heard other people say that they just talked to Simon after defeating the imperials and that gave them access, but I have been trying to talk to him over multiple loops and the only thing different from the start of the game is that talking to him chopping a tree will pop up a message saying something along the lines of "I should talk to him in different scenarios, this might take multiple loops to figure out."
First, go into your friends room and check the book. Then talk to him about it in the lumberyard, he will say he got it from the old man, from there, you just need to ask the old man for access.
And tada
Also, only the first and last book is in the game currently
I sent a bugreport too, Chronomancy and Starsight doesn't show in status too.
Edit:It would be also nice if somehow u could see all the skills you have at once, so u don't have to worry u scroll over what you look for:D
Hey, thanks for playing! I'll address all of your points here in one post, but let me know if I missed anything.
- I'll look at the Baron's event. This may already be fixed for next update but I'll double check.
- Status screen should be fixed to have all attainable skills (that are level 1 or above)
- In order to get access to Mr Harris's office, you need to have read Lewis's book in his room, then talk to Lewis at the lumberyard (doesn't have to be the same day, but has to be on the first day of a loop). Then if you talk to Mr Harris in the morning, you can ask to look at his books. If you're on the second day or later of a long loop, you get the other conversation with Lewis (which I won't spoil exactly what to do, but you need to talk to Lewis in a few different scenarios).
Hope that helps you, and thanks for using the bug report form! You can check here on the status (but of course you won't have a fixed version until next update)
Do you know when the next update comes out?
Good question, I was thinking of doing a short devlog today with an update. 0.22 with a little new content around Starsight should come out in the next week or two, and then probably the next update will be the major update 0.3 which i'm hoping to have out sometime in december.
Yeyyyyyy I am positively addicted to this game, thank you for making it!!!!
Cool game
I have found a possible issue with the school it is enourmously time consuming i assume its a bug but currenlty you can take up to a max of two classes any day even when you arrive asap that means the classes take upwards of 10 or 20 actions on average and dont seem to yield anywhere near that much exp so if you can gain relevant wxp elsewhere its way way better there then at school so far its only been useful for diplomacy and unlocking magic types
Yeah this isn't a bug, this is intended although still a work in progress. The problem from a game design perspective is that if you go from having 14 (or fewer) actions per loop to having 50+ actions in a loop, that long loop lets you level up skills way too fast. So the ~20 units of time in an academy class only gives you about 5 units of skill progress. I'll be tweaking this more, and some other methods of leveling might even need to get slower to match up more reasonably.
I will mention that there are several skills you can only learn at the school, so don't miss those.
Hey!
I liked the game so far!
I have 3 questions:
1: Do we have to start again with new versions or can we save progress somehow?
2: Is superior battleaxe, armor, epic shield is the best atm craftable, or there is stronger at 70 or 90?
3: Is there a reason Graham think Enyclopedia Imperica is unneeded? Sounds like it would give bonuses to fight/diplomacy stuff vs Empire.
Thanks for playing!
1) You should be able to manually move over your save file; I have often suggested players start new saves for new versions, but I'm mostly done tinkering with bae game mechanics for now so that shouldn't always be necessary. If you ever run into a weird bug though it may be related to having an old save.
2) Those are the best possible right now; adding some more craftable items will be part of the blacksmithing and woodworking revisions that will happen in some future update (check the survey!)
3) There are definitely some reasons that information could be helpful to Graham, but he just hasn't figured that out yet (and I haven't added it to the game yet). One of the things I like about Stubborn Skill Grinder that I'm trying to bring into this game is the idea that a time loop isn't just following the same path every time and trying to get a little further - sometimes you learn that there was a different path you could take right from the beginning. So I really like having these things that Graham doesn't notice or doesn't care about, and later he realizes they're worth paying more attention to.
On the mage guild
1 minor bug. the missing wall is still there and it's totally possible to enter the room and search the bookcases and have them be non intercatbale cause they are gated behind the door interaction.
Ignore point 2 I am only leaving it in incase someone else like me doesn't realise its use case.
2 currently magic bolt or magic mssile or whatever itd called seems to have very nieve utility as it should be unlocked after cleave and is generally just a lower damage version of cleave although it hits twice... never mind ignore that bit i just relaises its better against enemies it can kill with one of its two attacks great vs chaff enemies solid nieche sorry never mind ot totaly works fine. also it uses mana instead of stamina.
3 not mage specific but I noticed that for a while defending at least witha shield did not regen me any stamina resulting in at one point a long fight with a kobold one left I a group fight where I took forber to die since I could only defend. Idk if this was poor stats on my part ie shields use stamina to block damage so I just grabbed one at exactly the wrong time and just needed a bit more fitness a bug of some kind or possibly just a case of perhaps some status effects either poison or fire reducing stamina regen and it happened to drop mine to exactly zero(I had 2 left every round so it wasnt negative 1 or 2)
for 1, I'm not sure exactly what you're experiencing. There are 3 shelves of books in the mage's guild; the top and bottom shelves don't have any content yet. The middle shelf has the new spellbooks. I'll remove the door/curtain because it's a little confusing and the message is kinda incorrect now, but interacting with the middle row books doesn't require you to interact with that door/curtain in any way. You should be able to try to study magic, and if your relevant skill level is too low there's a message saying so.
for 3, I'll dig into this but if anything I'm seeing the opposite, where stamina is regenerating too fast. the "defend" action should regain 5 stamina, and then stamina is regained per turn based on physical fitness (which also affects max stamina). If you ever get into a situation where you'd like to just die already and end the fight, you can press right arrow to skip your turn without taking any action.
Does taking a class at different times (Ex: Taking a class at 1 and taking a class at 14) give different amounts of experience?
Thanks for playing, good question. There's a simple system in place right now - if you take the full class you get a certain amount of XP, if you take a partial class (after time = 10 in the morning i think) you get a reduced amount, 3 instead of 5 or something like that. I'll probably expand on that later and make it a little more complex
Bug: When you already have a Mighty Shield it's not possible anymore to craft an Epic Shield (Old Man Harris comments on the menar wood, but only "Nevermind" is shown in the dialog)
Minor Bug: The bottom left Whip Fern does not disappear when gathering it.
Generic Issue with "Stamina": When doing a lot of Fighting, you loose all your Stamina. Would be great to have a possibility to recover some of it fast (kind of "take a break", "have lunch", "eat some food" or similar). Generally I would think eating breakfast should give an initial boost to stamina (AFAIK otherwise its just one hour wasted...).
In general I think that stamina idea could be a bit expanded: Strenuous stuff like Black-Smithing, Woodworking or Chopping could use a fixed amount of stamina as well (per hour). Recovery of Stamina should also work on an hourly base (based on physical fitness and maybe toughness). The starting amount of stamina (including staring regeneration) should allow about 3 hours of continues work (more possible once physical fitness gets higher so, recovery is better). IMO recovery of stamina should not match the spent amount below elite level.
Thanks for your feedback - please use the bug report form here. Whip fern not disappearing is definitely a bug and I'll look into that, but I might forget and that's why I like people to submit bugs.
- You can only craft one shield per day, so if you've already crafted the mighty shield you can't make the epic shield. it should default to crafting the best shield possible, if that's not working I can take a look
- Stamina is one example of me trying to make rpgmaker do things it doesn't naturally want to do, so it's a little janky in places and I'm trying to fix that without breaking the whole thing. What's supposed to happen is that you use stamina while fighting and then it regenerates like health by walking around or at the end of combat turns. Eating breakfast does increase your max stamina for the day, but it might take a minute for that to update correctly. I'm split on using stamina out of combat - it's thematically appropriate, but might not make for the most fun gameplay. Still in work in progress, and thanks for your thoughts!
If stamina regeneration ever hour, it’s not like it make a difference if it used outside of combat unless crafting takes more stamina than is regeneration. Especially with physical fitness leveling from relatively a lot of sources in game. Crafting would somehow have to scale with the stamina usage or be high to begin with for it be relevant, which is unrealistic since normal humans not empowered by the system can do it.
Right - adding stamina cost to those activities would either be barely noticeable, or it would be a burden to the player having to manage another system that's not really connected to the fun parts of the game
The Shield thing was more like: I spend the morning crafting some Equipment. Then I go to Menar Wood. When back I tried to craft a shield again…
Next day I went to Menar wood without Shield… This worked fine. Not sure why to restrict to one Shield per day. If you could make a better one than you already have I would definitely do so before heading into a fight…
I understand - the restriction is mostly on my time and effort. Most of the time players don't need more than one shield in the same day, and it's easier for me to put all the logic together as one "create shield" operation that can only happen once per day and makes the best shield possible instead of having multiple once per day shield-making options. Part of the once-per-day restriction I think was from an early simple version of my daily reset logic, which is now a bit more robust and able to remove multiple shields from Graham's inventory, so maybe I can just remove that restriction. The best (but most work for me, for honestly pretty minimal reward) would be to only let you craft a second shield if you are able to craft a better one than you did previously. I'll think about this and maybe add something in to the blacksmithing / woodworking updates that happen in the future.
Can't download and the itch launcher doesn't open the game either.
What exactly happened when you tried to download? It seemed like itch was having some connectivity issues earlier today; if there's a windows anti-virus thing warning you about .exe files you should be able to tell it you trust the file (you might have to click on "more info" first?).
Downloading works fine for me, and other people seem to have gotten it as well.
I tried again and download works.
To be more specific the browsers I tried it with were flagging it as a virus AFTER I downloaded it, so it would show up in the download folder and vanish right after. Windows defender didn't say anything.
And itch launcher is still not working though I imagine this is due to itch expecting loose files rather than an installer? Idk
-
Anyway was able to install and it seems to run today. Thanks for poking me!
Works fine on windows under lutris
Why's the page quarantined?
good question - I think it's because itch doesn't like the .exe attachment? I've been meaning to reach out to itch.io support about this, but I know they've been a little busy lately...
Note this post only covers soemthing for when your polishing the game as it would have no gameplay effect and that is you should probably at some point give graham a starting levels in common say journeyman in common it wouldn't do anything or maybe human lore idk since we need draconian lore to read draconian wouldn't we need human lore to read human or im not thinking about how graham is learning draconian as part of reading lore on dragons rather than directly learning the language from a teacher maybe something to consider way later during the polishing stage of the game not now
This isnt improtant at all but sooner or later the current set up results inthe player having very binary fights where we either win easily or die basically never have ahrd fights with a chmace of winniny or squeak out a victory
Well there's two things going on here. #1 is that I'm not focused on game balance right now. #2 is that as a time looper, you're going to fight enemies that are way beyond you and then later on you've grown past them. I'm trying to make sure both of those situations exist, so for any particular fight or enemy there's only a very narrow window where it's an evenly matched challenge.
I agree both that its notnimportant now or critical on the future all i meant to say though i conveyed it poorly is that several skills namely regen mana mastery healing spells healing alchemy etc barely matter because you basically only get injured but not killed in fights where your grinding combat manually specifically to improve defences instead of with the clock as oppsoed to actual fights you get. So they are not very useful in general this is not a problem particularly not right now. I agree I just wanted you to be aware of these current set up for the future. Not that uou should necessarily take my advice i haven't made any game worth sharing unlike you. As for part 2 want I meant was that there's no in-between loop where you can win sometimes or with difficulty or witha. Lot of health loss I went directly from lose every time vs the knights to winning with between zero and 15 damage of my 300+ health literally winning eith around 95 percent health from losing always idk how to fix this or even if it needs fixing as you said its a game all about crushign enemies that could once crush you.
For ehen tis balance time the current issue as far as i can tell is that defence is often higher than hp quite regualry so an attack thats jsut say 50 percent above your defence one shots you
I also noticed its relatively rays to grind things that improve defences dodge shield balcksmtihing for armor woodworking for shield and I belive others like physical fitness. But hp skills are far harder to train so the combat stat you generally ahve the least of us hp which isn't necessarily an issue but it makes rhe fights feel more like stat checks and less liek fights also in the current build ir mostly invalidates the use of helaing magic mp mp regen alchemy herbology etc. Except for when your cheesing fights to have super long rounds wher you make ludicrous progress in one loop
yep, good feedback. when the new version is out you'll see that there are some different enemy attacks, for example one that deal s guaranteed but low amount of damage so it should be good for training toughness. the numbers will get shuffled around for sure, i'd like regeneration to be more relevant so overall hp value probably needs to be higher
Minor bug inthe magic shop in town there is the door but just above the door is a empty spot where there is clearly suppsoed to be a wall
Yeah, that whole area isn't done yet I'm gonna have to fix it up and add a lot of stuff there
No problem only reason i mentioned it was because i wasnt sure if the map was going to grt chrcked again since visually it wasnt obvious it was missing its kind of subtle and also the fact the first time i went in i didnt trigger the door telling me the srea was unfinished
How do you transfer the save from 0.16b to 0.16c? it seems like it isn't registering the save, even my 20 h 0.15e save worked on 0.16c.
You probably shouldnt he talked about some bugginesss and issues aroudn the transfer even if you successfully transfer your combat stats will be imbalanced in a way that makes them hard and more probalamatically really boring to fix
I wouldn't recommend using the 0.15 save, but I'm not aware of any reason there would be issues with a save from 0.1.6b to c
YEEEESSS I FINALLY CAN FARM REGENERATION WITHOUT RNG TO UNARMED OBLITERATE EVERY BEING AFTER LVL 17 AND NEEDING TO GIVE UP TO REGENATION MASTERY ON LV 87 BECAUSE FIRE RESISTENCE GOT TO MASTER AND MAKED ME IMORTAL, THANK YOU BCBCC.
How do I gain access to Mr Harris office with the books or ate those currently unavailable in this version I previously gained access but I dont know how i did so
Talk to Lewis at the lumberyard (you'll need to have the convo with Simon first), then on a subsequent loop you should be able to talk to Mr Harris in the morning before he goes to work and get access to the books. If that doesn't work, then let me know exactly what you're doing and I'll see if I can figure out what's going wrong.
Thanks a bunch
One thing you might consider adding temporarily is a notification when you max the effective level of skills that no longer give bonuses when leveled beyond a point like blacksmithing and woodcrafting which give no bonuses once you can craft the highest tier equipment currently in game. Unlike comaby skills. Alternatively have smithing/woodworking etc give tiny stat bonuses to crafted equipment so that there's always a differnece but that's probably unnecessarily complex for the game.
Of course this isnt really that important it especially since by 1.0 it will no longer matter
Love this game I assume the rope for the giant hole has yet to be added.
Unintuitive things not necessarily bugs.
You continue to drown in the well after you can no longer gain exp for it in additon it is hinted you should use the well to train after the river as it suggests you need either rougher or deeper water to train in. And the well is deeper since I can drown in it
I can no longer find the way to get access to the office to read books this appears to have capped my draconian knowledge eithout its book and I can no longer read the fishing book. The unlock requirements i maybe somehow haven't unlocked hut I've unlocked almost everything the best gear available expert balcksmithing and lumberjacking journeyman woodcutting etc beaten the knights unlocked alchemy though I previously unlocked it later in earlier versions as in after I got access to the office I haven't made any actual burn salves yet as I haven't needed any and the lack of an effective method that I can find to grind hp means while my defenses are good and most enemies can only hurt me with status effects and I can one shot everything weaker than a dragon most injuries I take are lethal as the difference between no damage and dead is tiny ive taken up no armor fighting kobolds and later spiders as they have the best consistent low damage enemies I can fight who won't isntakill me when I let them hit which is required to level regeneration and the only semi effective method to train toughness ive found this seems to be an issue as toughness is a core combat stat that is very very hard to level and it gets harder to level the stronger you get some. Two hypothetical solution neither is great give a larger toughness bonus on death or ideally some kind of combat training the way there's a dedicated fire enemy for fire resistance maybe alchemy let's you amke poison to drink for poison resist and toughness im not sure but the fact combat mastery levels based in attacks and toughness on getting hit higher evasion slows its leveling speed on top of the fact we always go first
A weird thing I noticed was that as my defenses and offenses improved it got harder and harder to train regen and to a much lesser extent toughness as I need a fight where I have multiple turns and take damage as this only is possible with most enemies by not defending I think you might add some kind of later version of the fight thr fire or some such that let's you intentionally injur yourself to train healing . Or even just a unlockable combat move say take hits which drops dodge chance to zero and nullified defneces to let you train defenses less impractical and elts you valve toughness and combat mastery if you want while currently I have no idea how you'd do it after getting your attack to the point you one-shot enemies
Thanks for playing and for your feedback! I'll take a look at the swimming locations, might be some messed up numbers there. In general I know there are a lot of balance issues, and I'm more focused on getting content added now and game balance will come later. There will be stronger and more varied enemies to train your skills against in the future.
No problem i assumed that was the case just wanted to bring the balance stuff to your attention and what i assumed was a swimming bug either drowning in the well once it can no longer be used to gain levels. Or it stopping giving levels to soon when it should give more levels.
Having some kind of chat log would be good, so if your spamming an interaction and a special message pops up you can't accidentally miss it.
Thanks for your feedback - I'm not sure how exactly I could implement that within RPG Maker VX Ace. My advice for now is to pay attention to what you're doing :)
Agreed also the game at least currently both isn't that long and also there are multiple save slots with most info being eaisly obtainable in roughly 5 to 10 minutes.
What stats train agility, is evasion the only way
Hey, thanks for playing! Physical Fitness and Combat Mastery are the skills that will affect Agility (which determines when you get extra actions in combat)
Are there any weird funny quirks in the game’s code? Like a load bearing picture of a tomato that we can’t see or be removed for the game to work?
Sorry, I'm not really sure what you're asking. Are you having trouble with something? The game is made in RPG Maker VX Ace, and the crashes that are happening are due to me trying to to some things with damage over time that the game isn't really made for. It's an ongoing process for me to get that working without crashing, and I really appreciate all of my playtesters on the SSG discord and here who find edge cases (and sometimes very common cases) that cause crashes so I can get things working.
Nothing to worry about, I just saw videos of people talking about strange features in a games and code like the aforementioned image to run or a an airport or university that requires youtube to be playing in the background in order for their computer to download anything
Bugs:
When fire finishes burning out of combat, it says "graham wasburned".
When crafting an axe shaft with menar wood, it crafts a shield instead.
Sometimes when I die in a fight, the game freezes, flashes a few times, and then gives a "stack limit reached error" pop up. Maybe there's some sort of loop the game gets stuck in when certain conditions are met? Maybe it has to do with regeneration because the first time I got this error was during a fight where I learned that skill.
When crafting with menar wood, the dialog form old man harison triggers even if he is not yet in the shop. It aslo triggers when again even if you have already crafted with it once.
When using the skip loop after beating the guards and dragon, it says "script 'Game_Interpreter' line 1141: NoMethodError occured. undefined method '>=' for [1029];array"
Maybe bug:
When you preemptively kill the dragon, you can do whatever you want with no time limit provided you don't enter the area outside your home. Regarding this bug, I'm afraid of what might happen should I use the skip loop option as there would be nothing to interupt it.
After learning mana control, you can use the mage guild door as training until level 10 with no time spent.
No matter how many orders I work on, whether it is woodworking or blacksmithing there is nothing to signal that I'm done or that anything has changed, except for when you fight the imperial force.
Unable to use the skip loop to learn draconic knowledge past 10 even if I gained access to the advanced draconic book.
Able to use the skip loop to fight even when I have yet to unlock any of the locations where enemies spawn.
When you finish fighting fire, if you gained the burned condition during the fight, the blacksmith will automatically trigger the dialog that gives you a burn salve.
When you are fully able to eavesdrop on the conversation at the tent, there's no way to read it again. This is relevant because i accidentally skipped past it.
When you reach level 10 in both lumberjacking and axe mastery, there is no way to hear what the conversation inside the house is anymore.
When defending as the first action, graham's UI disappears, meaning you cannot see his portrait, health or mana.
Suggestions:
I would like to see more information about the skills; a description; effects; experience level; and maybe even displaying the formula for the bonuses it gives.
I would also like a skill page to view all skills instead of having them pop up one by one as dialog.
When using the skip loop options, it would be nice if you could have the option I chose remain as the selected option for the next section of time.
I would also like if you made a bug report page.
I would like to have tooltips for status effects, letting me know what is going on, it took me awhile to realise that getting burned reduces agility.
It would also be nice if the stats were explained more and their relation to combat, for example "agility increases the number of actions you can do in a turn", as that was something I had to figure out by myself.
Praise:
I think it's really cool that you made a game inspired by stubborn skill grinder and I really enjoyed playing it. I am looking forward to further updates.
Thanks for playing, and thanks for your extensive reports. I'm taking notes and when I get some time in the next few days I'll check everything out and let you know what's up. If you join the Stubborn Skill Grinder discord, I have a channel there where I post early builds for testing and bug finding.
a few quick replies:
- When you finish fighting fire, if you gained the burned condition during the fight, the blacksmith will automatically trigger the dialog that gives you a burn salve. -- This is intended, that's how you're supposed to learn about burn salves
-After learning mana control, you can use the mage guild door as training until level 10 with no time spent. -- good catch, I had noticed that in my testing and then missed a step in fixing it.
- When crafting an axe shaft with menar wood, it crafts a shield instead. -- yep, this is an easy fix I thought I had done a while ago.
- When you are fully able to eavesdrop on the conversation at the tent, there's no way to read it again. This is relevant because i accidentally skipped past it. -- people were finding it annoying to keep seeing the same thing if they were just trying to level the skill, so it should only repeat once per day. I'll double check, but eavesdropping the next day you should get the conversation shown again.
-I would also like a skill page to view all skills instead of having them pop up one by one as dialog. --- yeah this is on the wishlist, it's difficult within the constraints of RPGMaker VX Ace to do this without spoiling skills you haven't unlocked yet.
- I would also like if you made a bug report page. -- Yes, I would love to do that, I try to keep up with comments here and in discord but I'm working on a better solution.
Can healing be learned? BC it seemed bugged. I ask the priest about advance magic, get sent to the guild, go there, return, and the option is gone. I check all the bookshelves and table to try learning it but nothing happened.
The acolyte at the reliquary will mention the mage's guild if you ask about advanced magic. In order to learn healing magic, you first need to unlock the Regeneration skill
Cry. I've done multiple runs where I've gained regeneration but die to poison or fire and the game crashes. How am I so unlucky
Not unlucky, that's on me. I thought I had fixed that issue but it's still there, I'm gonna see if I can hotfix to at least get something stable, even if it doesn't work exactly as I want.
i think that the kobold and the walking bug happens if i die to a single kobold and if i walk from the right to the left on the lower tile of the corridor in the top left of the first floor of the kobold cave
was walking in the kobold cave and got a mensage of crash while walking
Found a bug, got to the third loop and entered in the kobold cavern, but in the moment i died the game stoped and after some time the mensage "sistem stack error occured.
stack level too deep"
still didn't try to reload the save so i don't know if the bug is consistent, but in the 0.1.5 it sometimes happened with me but in the start of the fight of the dragon or the knights and it freezed and 3 seconds later crashed the game, lost some hours on this specific
Hey, thanks for playing. I'm aware in 0.1.6 that there's a crash that can happen when you're on fire - the damage over time out of combat has been disable until I can figure that out (see the current downloadable version 0.1.6a). Can you let me know if that's what was happening for you or is it something else?
Found a bug. If you leave the 2nd floor of the mine, you can't get back in until the next loop. got my blacksmithing above 50. Is there a better weapon I can forge if I get it to 70 or something? and are the guard allies going to be implemented in the next update?
Thanks for playing! Sorry I missed this comment for a couple days. I wanted to get guard allies in this update, but there's a lot of back-office stuff with how I've been messing with the game engine as a primarily single-character game that I have to work out how to undo to add allies, so not yet.
Generally speaking there's no benefit to having skills over level 50 right now, but there will be more blacksmithing and other unlocks for higher level skills in the future.
For the mine bug, can you give me a little more information? I haven't heard that one before and I'm not seeing anything obvious that would cause issues there.
I was on the second floor of the mine with low health after fighting some monsters so I decided to try to leave to do a few other things before the dragon showed up outside. Went to go back into the mine but the guard was in front of the entrance again and would only repeat the line he says before he moves out of the way when first entering, but wouldn't move now.
Ah okay. I'm aware of issues with the guard blocking the passage, that should be fixed in the update coming out tomorrow.
Just started playing (hit journeyman on a few skills) and I'm enjoying it! One thing that could be improved is some kind of hint on what to do for burns? I read some comments just now and got some ideas, but some kind of tip in-game when you first get burned or something would be nice. Also, Ive hit 25 in fire resistance and still take a lot of damage from being on fire, like 40/turn. Does the fire resistance decrease damage from fire? or just reduce chance to catch fire? Decreased damage would be nice to make loops with the same actions a bit more consistent. Thanks!
Thanks for playing! Right now the only hint on what to do about burns will come from the blacksmith, but I'll look at putting in another hint earlier. Some parts of this game are intentionally a little bit of a puzzle, but I don't want it to be too hard to figure out. The way fire damage works (in the current public version you're playing) is that it's 15% of your max HP each turn, and Fire Resistance increases the chance of the "on fire" status to end (and turn into "burned"); it also decreases the initial damage from fire attacks. In the new version I'll have out soon, fire damage per turn will be reduced based on your Fire Resistance skill (and Fire Resistance still does the other stuff too).
Lumbarjacking is stuck on level 70, no matter how many menar trees I cut down in a forest.
thanks for playing! each activity that trains a skill has a cap - you can't become the strongest man in the world just by doing pushups in your room, and you can't become a master blacksmith just by making one or two things at a local forge. Right now the cap on lumberjacking is 70; the new version of the game I'll be releasing soon already has a lot of added messages letting you know when you've reached the skill cap from a particular training method.
Just downloaded the game to try out as you got a shoutout from the author of The Stubborn Skill-Grinder In A Time Loop. I can't even leave my bed on a brand new save, the character is just stuck in the corner of the room and I can't move. Playing on Windows 11.
did this happen just after starting a new game when you appear in the house? The default controls are arrow keys for movement, Z/X for action buttons. If that's not working and you're sure your keyboard is otherwise working fine, please give me any more info you and and I'll see if I can troubleshoot. Otherwise, thanks for playing (and don't go too far because the new update will be out pretty soon)
Yes it was right after starting a new game, and after the initial dialogue finished saying something about checking on the guy in the next room over. The character immediately moved one tile left into bed, and i couldn't get him to move again after that. Was almost like the game had a stuck Left-input. Keyboard works fine, no macros running or broken keys, and I could navigate the Esc menu normally. Happened after multiple game restarts, and i even tried Compatibility Mode for Windows 8; still happened. Bizarre. Edit: actually, booting it up again, I can't go Up in the menus either. Only down and side-to-side.
Hm, I don't think anything in game should be causing movement at that time. Seems like it could be an issue with RPGmaker reading your keyboard inputs.