Known Issues // Demo v2.9.9.14
The Ruins of Calaworm » Devlog
KNOWN ISSUES (already fixed in devBuild):
- Dynamic display of Enemy healthbars can cause confusing/overlapping HP bar placement, when two active enemies are standing side by side.
- Sometimes consuming Alchemy items does not seem activate Health Regeneration (per step). Might just turn out to a display issue, but investigating regardless.
- Scimitars won't trigger Coup de Grace-Kills.
- Spike Traps do not prompt a first time visual warning.
- Treasure Chests on the Map in walled closets are displayed as Trees, whereas Chests surrounded by Trees are displayed as Walls.
- Players can interact with Moon Gates, even while engaged by Enemies.
- Mi-Go's circle step after an attack may cause the game to crash.
- "Coup de Grace"-notification is being overwritten by default "Critical"-notification.
- Cultists can mutate in the same turn, after they've stepped into a trap, effectively leaving a live "double" behind.
- Statues may spawn in the vicinity of the "Suicide Cultist" on 2nd stage, causing him to mutate, messing with his script.
- Dark Youngs, while rooted, still prompt a "Flee" effect when close to death.
- While Sprinting, highlighted spider webs may sometimes be displayed with faulty offset.
- Swarm of Bats stepping on Teleport Traps (while in sight) will crash the game.
- It's possible to kill Wisteria Widdershin with a Crit, effectively preventing the Unlocking of Kicks.
- When starting or leaving an "Align the Stars"-Minigame, there is an issue of music not properly fading out, which may result in a millisecond long, unpleasant cracking sound, right before the new track starts playing.
- When resuming the game while inside an "Align the Stars"-Minigame, the current Exploration Music Theme briefly starts playing, before the actual Minigame-track activates.
- Sounds do not make use of the "Multichannel"-tag.
- During fadeIn/fadeOut events in Windowed Mode, the Window appears unresponsive.
- After closing the Map and moving one step away, Weapons and Shields laying about may sometimes get stuck in "identified vision" mode, until calling the Map again.
- Sometimes Treasure Chests may spawn on an indoor ground tile, even though the entry tile is a Secret Path.
- Divine Toll-Item appears on the Map (not intended).
- Lore Notes wouldn't appear in Treasure Chests.
- The "Detect Tiles Ahead"-mechanic may occasionally spoil secrets, when revealing hidden tiles blocked by Traps.
- Potential crash issue when recalling a very long message via Log-Button.
- Quitting the game while active Enemies are around, can cause the maxActiveMonsters-Variable lose track of the correct value on resume, resulting in a potential crash, when engaging another sleeping or lurking Enemy.
- Nightgaunts aren't able to resist the cutting of their wings.
- Volume for sounds may occasionally fail to update to altered values (most noticable in the Align the Stars-Minigame).
- If you manually delete the config.ini, then try to browse Tutorials with no currently unlocked element, the game gets caught in an endless loop.
- While browsing through multiple messages, certain UI elements like Champion healthbars or Tutorial notifications may rapidly switch their on/off state, which could be perceived as unpleasant.
- After using Stealth Ability, the game might lose track of correct Illuminated State. Not a huge issue, but you might notice respective obstacle may not be properly doused, or display the sparkleEffect even though they've not been lighted yet.
- Closing the window while in traversal screen between two Regions, will only fast forward to the entry point, instead of actually quitting the game.
- Healing from poison is a pretty exploitable mechanic ...
- When resuming the game in a different resolution (widescreen/4:3), while inside the Yuggothian Pocket Refinery-Minigame, coordinates of various nodes aren't properly restored.
- Closing the Window right after having died, may sometimes fail to quit the game.
- Consuming the last stack of an Alchemy Item may fail to apply the boost properly.
- Closing Map sound plays twice.
- Widescreen mode causes some of the sparkle effects to create faulty amounts of effectActors.
- Pressing a Tune-Music-Volume key inside the Yuggothian Pocket Refinery-minigame will cause the background music to resume, which is totally not intended.
- After a Mi-Go death, the Soundeffect for the Arcane Barrier swap plays simultaneously to any death sounds, thus getting drowned out.
- Same with Summoning-sound for Deep Ones.
- Various Champion Flash-effects are misaligned.
- Shedding blood will not heal Corruption spread under Forest Tiles.
- Attacking a sleeping Champion, that has not been engaged yet (can happen, if it's standing right next to another enemy with a smaller ListPosition), can mess with some on-engage Abilities.
- When calling a Tutorial via [T]-hotkey, the header description would not be displayed.
- Reset of Enemy's detection attributes (e.g. when using Stealth Ability) wouldn't work.
- When discarding a successfully reinforced Item, music will start abruptly, instead of fading in.
- When a character gets swapped/force-moved out of a webStun, the webStun will persist on the new tile, including the respective animation.
- When blood splashes across trapShades (e.g. Holes, Teleports, Cracks), they momentarily can get lost in the havoc.
- Some inconsistency, when Advanced Traversal-hints or visual trapWarnings would be displayed.
- When, in rare edge cases, an Enemy starts out from the same coordinates as the Player, while being in Flee-Mode, they may behave weirdly, trying to stick to the Player's tile.
- Frenzy Attack prompt is still being displayed during Enemy turns.
- Generic 1st time pickup messages for Weapons might not trigger atm.
- Cultist Champs that inherited Mi-Go traits (or vice versa), and who then proceeded to mutate near a Shrine, would forget when they had switched Arcane Barriers before - and therefore wouldn't restore order on death.
- Apparently Treasure Chests can still spawn beyond Water Tiles, causing the generator to put a bugged, inaccessible Secret Door as entrance.
- ...
Files
TroC Demo 2.9.9.14.zip 38 MB
Sep 04, 2024
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
- Patch v2.9.9.14 // Friendly Water & WidescreenSep 04, 2024
- Known Issues // Demo Build 2.9.8.13Mar 14, 2024
- Patch Notes (v2.9.8.13) // Better Tutorial & Show EquipMar 14, 2024
- Known Issues // Demo Build 2.8.8.12Jan 06, 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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