Dragon Chronicles WIP (update 29th July: Full base game working. 2 new scenes added.)

It was a different bug for me I guess? The amount of treasure I have just starts going down?

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I’m pretty sure I didn’t load a saved game before my first fight with the knight, yet that bug happened. Also, save itself was done in the choose-your-activity-hub, altogether outside that knight scene, that’s why I brought it up. Damage numbers IIRC were similar in both bugged playthroughs, the difference being the first time, I attacked a few times and knight attacked back while in negative hp, leeching his undead health back. So there was sort of equilibrium. Second time I kept attacking for a couple dozen times more and eventually got him to -150 and somehow made him flee. I’m not sure what that was. shrug

Though I got to agree, this much code in a project is an ambitious endeavour, so cheers!

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Oh no, that means it has yet more bugs than what I found. Thanks for letting me know, I’ll take another look then.

I have fixed that one I think :slight_smile: I was only checking for defeated knights at the completion of a dragon + knight attack round, but have now added more checks in so it should pick that up anywhere now. I’ve also changed the code to recognise if the hits knock the knight below 0 and move it back to the minimum which I’m hoping will stop that weird scenario you had of the knight continuing to fight at -150.

Yeah, hoping I haven’t bitten off more than I can deal with! It was one of those things that seemed like a good idea at the time :stuck_out_tongue:

Thank you for all the help with bugfinding!

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Oh ok I think I misunderstood. So it’s not the treasure protection stat that is dropping, it’s the treasure amount that decreases even if thieves aren’t stealing it?

Ok, really, really hoping I’ve fixed the major bugs everyone’s been experiencing! (Sorry, there’s just so much code to go through that finding every bug is really hard. Thanks again for the help!)

I think I’ve fixed the knight battle stuff that was messing with stats bar and causing battles not to conclude properly.
I’m also pretty sure I’ve worked out where the treasure draining that @DontJudge and @AChubbyBlackCat were experiencing was coming from and have changed that as well. I’m no longer getting random treasure disappearences, but if the problem is persisting for anyone please let me know :slight_smile: . It’s possible I might need to adjust the final treasure requirements at the end if everyone suddenly finds they’ve got buckets of treasure easily.

I’ve also added the option to set the battles for easy, medium or hard in the start up sequence at the beginning. (Let me know what you think! I can up or down the difficulty on those setting depending on what everyone wants.)

No new content at this stage (and I still need to fix typos) yet due to the time it’s taken me to get the bugs out of this game and because I want to make sure the existing build is working before adding more stuff which could potentially cause it to bug out again. But once it seems stable and there’s not bugs happening everywhere, I can start adding more :slight_smile:

Edit: Options to gather treasure from the wilds should now be working. (Previously only treasure from the human settlements had text options.)

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Yepp

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Yep ok now? Or Yep still bugged and go back to the drawing board :slight_smile:

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I made it to the Epilogue so “Yep ok now” for me. :+1:

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Yay! That makes me really happy it seems to be working a bit better now :smiley:

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Whoops, thanks @DontJudge I’ll get that fixed :slight_smile:

How do u impress the elders?

Sorry that sentence you’ve highlighted is a bit messed up I’ll fix it so it makes sense. You’ve done it :slight_smile: You have to earn enough treasure in your first hundred years to impress them.

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New update is live.
*1 new event (a pile of gems).
*More options for the fighting the knight.
*Randomised events option is now working (you don’t have to pick them at the start if you don’t want to.)
*Fixed a few more bugs including stopping your larder dropping into negative figures, a bug where the storm special event severity wasn’t randomising, a bug affecting the amount of money knights can drop
*Adjusted a few stats on events.
*Lots of typo fixes.

Thank you again to everyone who has been helping me out with this. If anyone else has played it and has any comments on this at all, I’d really appreciate it if you could let me know what you think. (Even if it’s just to let me know what your stats were like at the end.)

This one is quite a hard game to beta well without a lot of help due to all the different outcomes possible and differences in player’s tastes for difficulty and play style. So the more people who beta it the better and more balanced I can hopefully make it.

If the feedback seems to be relatively bug free and balanced now, I can probably start adding in more scenes :slight_smile: (Yeah I know that probably seems like blatant bribery there, but due to the amount of coding in this project ideally I actually do need to make sure the base game is running ok before complicating it with lots more things that could throw the stats out or introduce new bugs.)

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Hi everyone, just trying to get a gauge for what kind of scenes players enjoy having in there most since I’m still writing them :slight_smile: (You can pick more than one.)

Out of the currently released scenes, which one is your favourite?

  • Goblins
  • Wizard
  • Storm
  • Fate stones
  • Goldsmith

0 voters

What would you like to see more of? (Bear in mind ongoing events can be a bit limited due to the way the game is set out as it’s not a linear progression like a book, but can be done to an extent.)

  • Extra battles (like in the fate stones.)
  • Ongoing effects (like some senarios in the goblins and the black dragon at the start.)
  • Being able to buy something potentially useful.
  • Contained events (like the storm).
  • Another lair option with different starting stats.
  • Something else (Please comment :slight_smile: )

0 voters

Would you be more likely to play with events preset or randomised?

  • Mostly randomised
  • Mostly preset
  • I’d use both

0 voters

If anyone’s played through on medium difficulty (scaled dragon) since I fixed the gold leaching bug, do you now feel that the amounts of gold needed to get at least a reasonable to good level of respect at the end are? (I’d love to have some votes on this one so I know whether to play with the settings or gold levels.)

  • Way too easy
  • Easy
  • About right
  • Hard
  • Way too hard

0 voters

Thanks :grin:

Also as there doesn’t seem to have been a lot of interest on the general forum this time around, I’m debating about whether to take the finished game into a closed beta or not once I’ve finished writing more scenes. Would anyone be interested in joining a beta test if I did that?

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I will like to bata teast

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Thanks @Dragongodess :grin: . I need to write some more scenes first, but if I make this a closed beta test I’ll let you know when the final game is up.

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thanks

I’ll beta test! I’m saving reading this for a long train ride tomorrow…

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I enjoyed it, the writing was immersive and I enjoyed the combat system you set up.

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