In the new version you can't complete the sea creature tf episode if you interacted with the color switch.

A SFW turned based rpg with a heavy focus on transformation. · By
Yeah can confirm now that it is the same bug that got reported back on patreon back then.
This bug is already taken care of in version 0.5 by adding one extra switch there that won't disapear.
https://furandre.itch.io/adventure-of-changes-prototype/devlog/737409/game-devel...

Sorry for the inconvience! And thanks for the report!
If you have no backup safe that you can fall back onto or want to wait till the next version, I can offer and try to fix your safe file, if you post a link where I could grab it.
This should have fixed it. Tell me if it worked. If not I will take another look at it.
https://ufile.io/3invu4mz
Oh yeah this happens when the save file was used somewhere else.
Easy fix:
1.Remove your save file from your save folder.
2.Then you need to start a new game and save it on file 3.
3.Afterwards close the game and then replace the newly created save file with your own.
I also needed to do that to be able to play your file to look at it and fix it.
I finally got to play latest public version. I noticed the following:
I can't remember how to upgrade skills with SP. Can you point me to the right place?
Thanks for the report!
Most of the bugs already are fixed but I I didn't knew about those spelling mistakes so thanks, will fix those^^
You need to go to the dojo in town to use them to buy new skills. Or you can use them at dragon statue for stat upgardes if you have done the dragon side quest.
Hope this helps!
Also about weapon and class. They have the same icon and most weapons also have their type in the name like Steel Sword for exsample.
But if you have any ideas for improvments I am happy to hear them^^
And where did you found the spelling mistakes, i mean on which maps? Would be helpful for me to know.
Inside the big town and shops.
Stat upgrades hidden behind the dragon statue was a change I forgot. But how are you actually to play the hard mode? I am basically killed every time I attack something except with partnering Serina (who does far more damage even at the same level as me) . Even the starter fight took me several tries not to die and likely I got lucky by killing one bat via crits. I feel like that the balance is off.
Thanks^^
I have no idea, I manage somehow. People in the past often said it was too easy and wnted a greater challenge, so it got harder and harder^^"
It got pretty challanging in the end.
Can't say much since it's been a while since I had time for a full clean run to test it myself with current balance but I certainly will make one somewhere in the future!
On the topic of the classes, you could add in the description which class a weapon belongs to. Running to the class switch building every time before a purchase is not a good use of time.
Also, Spiritual Border or similar skills shouldn't be part of Auto Support, as it heals, which is lost at full health. I prefer more control here.
Yeah very good point, will try to do that, thanks^^
I don't know if it is in version 0.4.3 already but classes can be switch pretty most everywhere in the newer version so that problem will solve itself in the coming months in the public versions.
Yeah auto support is pretty broken even in the current build, so many new skill and had no time to adjust it.
And I agree healing skills should not be in there! Certainly will give it a look once work gets less.
4.3 problems:
My NG+ xp crystals got deleted somewhere. I noticed after doing mouse, I had only done mouse and rabbit areas by then.
I can't find the NPC for bigger assets quest despite checking day and night, and the quest location is marked as town of Amea instead of Anemia.
Salamander SP is a bit buggy. The skills that use it will not on the first turn of combat, unless triggered by Dragon Vein, which is annoying because the special item for Salamander starts you with 3. Except it doesn't grant you 3 when doing bosses in infinite dungeon for some reason?
Game will not let you dive in tower despite having monster fish form unless you are actively in it.
Is there meant to be a flower bud in the void of the bunny cave, near boss door?
Sent trail by farm goes north, then goes north by bridge, but i can't find anything after that despite searching whole map.
door to the room with credits scene only appears to check for base transformations? At the very least not all of them.
Play Invitation (gold retriever) triggered supplemental attacks and flurry despite being a debuff.
Full auto with golden retriever has the skills triggered not give playfulness for some reason.
A child in (PAST)Castle seems to have dialogue as if blocking north plains.
Thanks a lot for the reports, since its been a bit sine version 4.3 i firgot most bugs that were still unfixed at that time. I am very sorry for the inconvinience. For future i will make a "already fix in later version" post with future release so people can avoid them more easly and also are aware that i knoe about them.
The first three problems are already fixed in later version.
The fourth, i am not sure, will look into that.
Could be a left over testing object, will remove it if it is still there, thanks!
I will look into that and then report back, once i looked that scents trail up.
It should check for total amount of tf's, will look into it as well.
Golden retriver got a rework in one version that fixed many problem but cant say in which version that was, but definitely will look it up as well.
Yeah full auto is very broken, pretty much does not inckude any skills after public demo, had no time to rework it yet. Will look into it.
And also will fix that.
Thanks a lot for the detailed report^^
This is very helpful!
The bigger assset quest npc is right next to the potion shop near teh tree at night.
The flower bud was still there, I did remove it now.
The scent strail above the broken bridge says west and the one after that north-west, and yes I can see a end point of the trail at the north-western part of the map. So maybe there was a problem in that version, that I fixed already? Sorry can't say for certain.
The door checks if you have 12 total transformations not counting human and maybe kitsune. And if you have the second world fragment. Number could be actually lower in version 4.3, i think i raised that number higher in a later version.
Also fixed the golden retriver bug now.
And dialogue now is also adjusted.
For for all the reports^^
Yeah sorry about that, havent thought about that part at all^^"
That was one of the reasons I original was opposed to the idea of further public versions before the game is finished, since it could get confusing with managing stuff like this.
But there is no harm in mentioning something you find even if it may be already fixed.
If someone is at fault it would be me, for managing it like this, it's hard to keep record of everything sometimes.
I believe I know what makes hard mode a problem for me. You lose some amount of hp, compared to normal mode. So solo battles are particularly problematic, since drinking potions can restore hp fully, but then next turn you lose these hp again or even die. Apparently you know strats for this, so please share, what I'm doing wrong?
I certainly could remove the lowered hp on hard mode, that may be a good balance change. Since a even higher difficulty exist i do think that change makes sense.
Thanks for the idea! I will increase hp, so solo battles wont be that hard.
Strats? Not really, sorry. As i said my last full run to test hard mode was a few months ago. I dont think I can give good advice, sorry -_-
Yes if the chicken side quest is in the game, the bad ending is as well.
And the satyr bad ending is related to the cursed coin quest line but is missable, so if that quest is in the game already the bad endings are as well.
If you want some hints.
Chicken quest need to be beaten for it to be able to appear on the farm.
And cursed coin quest must be done without having any sort of curse protecting key items.
Hope that helps, if not ask more^^
Yup that is right, after all the skill is used at that point.
Is this this meant to stop all actions afterwards?
You mean the missing guard? If you want a hint, try looking in the western plains.
I did, assuming western plains are the west exit of Mythena. Entering that area doesn't show a name, unlike South-western Plains.
Sorry, I have no idea what you mean by that?
This one.

Yeah the game needs to stop all actions or else the game would actually crash. No way around it, currently.
Oh i did never notice that, will add a name there as well. Yes the soilder is in a bit more hidden part of that map. It is in the western part of the western plains.
Oh you mean that one, that is in version 4.3 unreachable since the tf with the needed ability wasnt finished at that point. It will become aviable later.
Could be that they maybe are not listed except in equip screen for sub weapons, will look it up.
The wool quest takes part in the farm on the south-western plains, so if you can't access the farm yet its not finished in that version. Sorry its been a while since i made that quest so its hard to say for certain which was added in wich version, sorry for the inconvinience!
Yeah i think i forgot to remove the sign for one or two version but it should already be gone in the current build.
I have suddenly the situation that using Wool Trade and the Chewing Grass leads to an infinite loop: https://ufile.io/bk2m6m3e
"Wool Trade" has no external command attached to it that chains it into another skill command, so it should be impossible.
"Chewing Grass" does that, so there would be an possibility for a loop.
I tested using both skills in the current build and found no problem and also tested your save in version 0.4.3 and got into no soft lock. Used both skills.
Did you do anything specific?
You discover this after you have committed.
Also, is defeating the evil plant possible? I went to the last stage, yet the only potion worked was for the second stage. And the Fii objective was for the third stage.
Safe file (had to change it): https://ufile.io/nivmzg3a
Ok, you directly apply it to the plant (so please prevent the normal target from working), trying to figure it out now, which is right.
Also Posion Lilly is Poison.
Sorry, I don't really know what you mean by: "so please prevent the normal target from working"
You can still use the cauldron, though the target is the plant.
"Also Posion Lilly is Poison."
You misspelled the skill.
I still haven't figured out where Gardening Work is located. Also, the heavinly plain Quest should have a mention where the teleporter is. (The Angel in the Library should be able to be informed about that option to leave.)
Oh i see, thanks! I think this actually is fixed in future versions already but i will look it up to be safe^^
Ahh, will fix that!
I think it refers to the quest in the western plains but wouod need to look it up myself to be sure.
Good point will add a hint in the quest description!
And that also is a very good point, will add some extra dialogue for that!
Currently not. But it will be later added in the guild material shop.
Yes there is one hidden one. In the norhern part hidden behind the pillar near the statue.
It's not implemented yet and does nothing, tried around with it but never got it to work so it currently still does nothing.
Those skills actually can be gotten in many different orders. It just mainly depends which areas and story bits you visit in which order.
I did made the skill but am actually unsure if I ever implemented it. It was a bit too powerful so I cut it, to add it in later after reworking it a bit. These skills are usually gotten from story and tf quest, so if you did all and didn't have it, it isn't in that version yet.

I found another softlock. I entered this area, went into the ruins to collect the MF, did a field scan there, then another outside and suddenly the arrow to indicate jumping is gone, along with being able to jump. It reappeared though when you go to the gates.
Also, when you switch weapon classes, the appropriate weapon should be selected as well. Otherwise you need to transform to and back.
Oh that one, its not a softlock as you seen but a bit unpratical. I could be wro g but that also is already fix but i will look it up to be sure. Thanks!
Yeah i can see that point, its a good argument. But from a technical side that may be very hard to implement because it would need an very elaborated new system to check for each weapon that is in the game and also which is in the players possesion. So i dont know if that is possible to do unfortunately-_-
But still a very good idea!
Yeah i figured. I looked it up and it wasn't actually fixed. Now the arrows also show up if you leave the building! Thanks for the report^^
If I remember correctly, optimize just chooses the gear with the higest stats which is pretty useless since it ignores, weapon and armor effects and stats. It's a function that is embedded in the engine by default, I didn't made it. But i thinking about removing it since it dosen't really serves a purpose.
Also fixed the spelling mistakes that weren't fixed yet. Thanks!
Is 10 WU for Play Time Over not too much? You can easily get 20 playfulness in a longer fight before that and then it becomes useless.
Why can't Luca regenerate MP during battle?
This is one of the few places where current TP is not displayed. Goes for the whole trail. Possible the whole area. Maybe also in forest ruins as well.
Shouldn't each form show a symbol when their special item is worn? Not every form displays it.



That is a good point. I wills et it down to 5 for a test.
Good question, probaly didn't thought about it back then orthought it was too op. Changed it now, he now starts out with 5% MP Regen and can upgarde it at the dragon statue for more! Thanks, really good suggestion!
You're right, must ahve forgotten about it then i added it to all things, Fixed now!
The icon displayed has not directly anything to do with the special item. But I do see the point. Maybe it would make more sense to make a new slot for those special items and seperate them from the "other" type.
Edit: Also fixed those spelling mistakes as well!
Drain Sign: "Leeching" seems to increase HP first.
It would be nice if all quest entries would show what items exactly you are missing (at least when you talk to them), so you are not forced to go back to the quest giver or manually have to log it somewhere. Like the Golden Egg one.
Misspelling:
Elegant: 
Mouse misses Skill Upgrade to reduce TP costs.
Prevent TF Upgrades for forms, which have no skills to buy.
Transformation Skill says Sea Creature, but TF job states Aquatic Creature, as well that demon fight.
Transformation Skill entries should be ordered alphabetically.
How do I get that MF?

Killing the demon turns me into Jesus:
Spelling mistake:

Will take a look at it.
Yes that certainly would be a neat feature. I also think it would be possible to implement. But that would require reworking all quests a little bit that could profit from it. I write it down for later improvments when i have more spare time. Feel free to tell me all quest where you think that would be helpful.
Some of the missspellings wer already been fix but also fixed all the ones relating to aquatic form, thanks!
It is not missing, I have not implemented it yet since it's a lot more complicated to do. But alsoa thing I may have time to work on after reaching version 1.0!
Every form has upgrades so there is no need to prevent anyone.
Yeah that's an inconsistency between the names. Will get fixed with the text rework that currently in the works.
Would be nice but the engine does not allow sorting them or skills. Maybe there will be a workaround in the future but I wouldn't count on it unfortunately.
It requires a tf that is aviable in the next version. So in that version impossible.
Oh yeah that bug xD
If memory serves right that one is already fixed.
And thanks will fix that as well!
Oh you mean it like that. No worries a better solution is alreay made and implemented, it is in either 0.7 or 0.8 and makes form upgrades way faster and more smooth.
Yeah, full support is unsupported since 0.4. Havent had the time to take care of it. Overhauling it around version 1.0.
Yeah the name should be "Hidden Forest", will fix that, thanks!
Glad to hear you enjoying your time with it^^
As for the dragons, giving tips is a bit hard but one thing I can say is, that there is one more dragon statue that you need to take into account, near the original four.
But if this doesn't help those below is the solution of solving it:
Dragon 1: North (This is the mighty dragon. He likes people who are strong and honest.)
Dragon 2: South (This is the cowardly dragon. He is afraid of other dragons.)
Dragon 3: East (This is the heroic dragon. He faces evil and protect the weak.)
Dragon 4: South (This is the evil dragon. He plays dirty and likes to bully weaklings.)
thre is a bug with the buff flurry when it hit a paralyse ennemie the paralyse status lose more turn that what suppose to happen (exemple is with mouse with rodent bite is the ennemies is paralyse 2 turn but get hit but the follow up of flurry the debuff is not there anymore) it just happen with the paralyte debuff other debuff like bleeding of stat down are not affected.
The "???" is not related to that quest, it's part of the final part of the "Reasearch ancient Culture" questline. The quest appears in the guild once the two previous parts are done and you have a reputation of at least 500.
Having the quest "In Search for Power" means you probaly got the Golden Jade already, right?
That item is needed to be brought to a certain place in the desert while in the right form.
If you have not found the item yet, try looking around the abandoned laboratory.
I hope this helps, if not feel free to ask more!
If you want the solution:
Visiting the Dragon Sanctuary in the Desert with it can trigger some new event when you are visiting that place in Salamander Form.
i the secret room where you can see unuse content and secret the caracter that you can obtain there make the game crash when you open the inventory or check the stat in fight

Also the dragon glich where dragon take heat damage while doing the story is still there and even when you finish the story you need to interac with a teleportation crystal to fix it
Probaly a bug related to using older save files. They often save actor informations once the save files is created and dont update those information anymore, even if those informations are changed.
If that is the case, I might know a way to fix it.
Thats odd, i certainly looked into it. I will take another look.
Thanks!