Known Issues // Demo v2.9.9.14


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.
  • If the Champion Enemy in the final dungeon stage has any traits borrowed from Ghouls, it will not count towards requirements to beat the Demo, allowing you to beat the Demo without ever encountering them.
  • 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.
  • ...

Files

TroC Demo 2.9.9.14.zip 38 MB
70 days ago

Get The Ruins of Calaworm

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