Known Issues // Demo Build 2.8.8.12
Originally I didn't plan for pushing another Demo Patch before Final Release (hopefully sometime this year), however, a few issues made it into most recent build - some I discovered myself, others where reported to me (much appreciated, you guys are Heroes <3). Majority of them isn't super-serious, but they're still bugs deteriorating the overall experience.
//UPDATE
Since then an couple more bugs have emerged, some rare game-breaking ones, even. So eventually I will be releasing another Demo Patch, this time hopefully erasing any blatant issues for good. Mind, though, that once the day comes, Save Files will not be viable anymore - I'm working already on another branch, and a patch would also include any structural changes I've made to the code base since then.
KNOWN ISSUES (already fixed in local devBuild):
- Solving an Align the Stars-puzzle may abruptly cancel the sparkle effect, that occurs while interacting with Shrines.
- Quitting while inside Align the Stars-minigame ends the turn (resuming later still starts correctly within the minigame, though).
- In very rare occasions the game can appear to crash during procedural Generation. This is most likely not a crash, but the game generating an unsolvable door/key configuration, then fact checking itself, and instead of restarting generation, it just quits out.
- Single Rabid Bats are incorrectly referred to as "Swarm of Rabid Bats". It's not a huge issues, as no mechanics are affected, only the naming tag.
- The ESC-Menu inside the Align the Stars-minigame is unresponsive (in case you are playing in windowed mode, you can just close the Window - this will force the game to perform a legit Save & Quit).
- Revealing a Champ's second form also triggers on Fumbled Attacks.
- Dholes digging out in single compartment locations (one tile surrounded by walls/obstacles and locked Doors/Secret Passages) can get stuck, when they also leave a Hole on their location: now they can't move, and are also not allowed to dig a second hole on top of the one existing, in order to escape.
- "Rustle"-sound plays double on Note pickup.
- Random Selection of inherited traits for Champs is bugged, missing viable Enemy Subtypes.
- Mi-Go Champs, which inherited traits from Snake Scions (or vice versa) ignore the "circle"-trait from Mi-Go, and are prone to crashing the game after doing a Snake Scion's "dodge"-move.
- Teleport Sound plays for Enemies that are currently not in sight.
- Quitting out right after waking up from an Align the Stars-minigame, can cause the game to think you are still inside the Minigame and (on resume) start with a blank screen (you are still able to move around). As a workaround you can just Save&Quit, then Continue - that will reset the respective parameter.
- Sometimes character shadows are not displayed.
- Player's victory jump sometimes reveals Fog of War in weird locations.
- Apparently the generator, in rare occasions, still carves trees around the invisible villagePath-obstacle in the very first Region.
- In rare occasions procedurally generated Regions can produce layouts locking critical Keys behind Arcane Barriers, where the respective Switch is still unavailable.
- Champs' 2nd Form is always rerolled, despite keeping World Seed.
- In rare occasions, Champs mutating near Shrines or Statues can mutate again in subsequent turns
- Mutating Champs, which inherited Ghoul attributes, will immediately "plop" underground.
- Sometimes, when switching between Background Music and melodious Sound Effect, BackgroundMtrack not resume at the last know trackPosition, but starts over.
- When muting sound, sometimes cracking and wheezing noises may still occur for a couple of turns.
- The final note of Wisteria Widdershin's story (of what's available in the Demo), may fail to spawn.
- PlayerDeath animation sometimes reveals Pillar obstacles in weird locations, without tops, or tops only.
- When naming a Region, the new name does not get updated in the current seedFile, only in the local mapFile (meaning, it'll only pop up correctly when rerolling the Seed).
- A rare bug, after closing the Map, can cause itemDisplay to get stuck at classDisplay and not switch back to defaultDisplay (after one turn has passed). Opening and closing the Map again will reset it. I still haven't found what may cause this, however, I think I fixed it internally by brute-forcing a reset.
- Treasure Chests can spawn next to River-Tiles (which they shouldn't), potentially causing the generator to place a bugged unpassable Secret Wall as entry point.
- After picking up the very last Item, the game will crash, once it tries to render corrupted Shrines.
- Teleporting in aggro-range of an Enemy might cause the game to temporarily lose track of max. allowed amount of active Enemies.
- Getting confused while Arcane Resonance has been unlocked, can mess up the backlinkTarget (activating Echoing Recall will teleport you to weird locations, e.g. inside walls).
- The generator might spawn a lot less Candelabras than intended.
- Smart Teleport-Selection, which ensures an increased chance for Teleport Traps to transport you within reach of another Teleport Trap, tends to suppress regular random target selection.
- When an Enemy moves out of combat range, while you are standing next to another Enemy, the latter fails to activate.
- When using Stealth Ability, Cultists near Shrines or Statues won't relocate, but mutate instead.
- "Flee in Terror"-Option may put you on a different tile also adjacent to that Champ, effectively engaging it again.
- Sometimes animations may get stuck for a couple of milliseconds. Might be a Delta Time-issue, and possibly only happens in interpreted mode, though. Will continue monitor behavior.
- Sometimes attacks with a lit Torch may deal 1 Point of damage.
- Dust animation plays on teleportation movement.
- When a Champ dies in a Trap, various events (like impactSound and victoyChant) play in a weird, immersion-breaking order.
- If you perform another Binding Ritual before having picked up the Divine Toll, which has been picked up by a Monster in a the meantime, and then you die and respawn, that Monster will eventually drop an empty Divine Toll item (+0 Currency).
- Teleport Shades created during the game (e.g. teleporting Hound of Tindalos) may fail to adopt the correct displayClass of the floor they appear on.
- Follow-up Teleports left by Hound of Tindalos are displayed as Random Teleport Traps, even though technically they work like Local Teleports.
- ...
Files
Get The Ruins of Calaworm
The Ruins of Calaworm
Turn-based Dungeon Crawler with concise mechanics, where cute Retro Pixelart clashes with Lovecraftian Cosmic Horror.
Status | In development |
Author | Alexander Karenovics |
Genre | Adventure |
Tags | 2D, Dark Fantasy, Dungeon Crawler, Exploration, Level Editor, Lovecraftian Horror, Pixel Art, Retro, Roguelike, Turn-based |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
More posts
- Known Issues // Demo v2.9.9.1497 days ago
- Patch v2.9.9.14 // Friendly Water & Widescreen98 days ago
- Known Issues // Demo Build 2.9.8.13Mar 14, 2024
- Patch Notes (v2.9.8.13) // Better Tutorial & Show EquipMar 14, 2024
- Patch Notes (v2.8.8.12) // Epic Devices of CalawormJan 01, 2024
- Evil grows stronger: New Demo LaunchDec 12, 2023
- Patch Notes (v2.6.8.10) // Hotfix Backlink ExploitFeb 13, 2023
- Patch Notes (v2.6.7.10) // Friendly DoorsFeb 01, 2023
- Patch Notes (v2.6.6.10) // Customizable Controls & Align the Stars-RevisionJan 31, 2023
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