New sticky thread! If you have any bug/typo reports, questions, suggestions, or just want to threaten violence against me (for legal purposes that one's a joke) then feel free to drop 'em here!
Impious may contain content you must be 18+ to view.
The creator of this page has specified that it contains mature themes and content. Please enter your birthdate to verify you are 18 or older:
i playing the game and i found few errors
the first one is that vespar recall skill dont remove the contracted members, as well dont give the ability to save, the same thing when entering the house
there also a few problems with gremory, one which already explained when entering the house gremory ends up with the wrong house, another problem however is that for some reason i cant acess the end of gremory path and face the boss, idk if it cus i teleported back to the house through the portal(which also have the same problem as not removing party members and allowing save) but upon returning there no event playing to allow me to progress the story
so far marcy route is fine, do think the boss a little hard to beat, but not unbeatable.
Not sure what's going on with Vepar's Recall, it's structured like the other two's Recall skills so I'm not sure why it would be doing that. Hopefully they're not all fucked up lamo
I might need to look deeper into that mechanic. I mayyyy have a solution for it in mind though.
Fixed those two issues! I wasn't terribly coordinated with this one so there are a few major oversights on my part. Those ought to work properly in the next patch!
I definitely want the bosses to be a bit challenging. Marcy has the easiest time in combat out of the three, so I may have overtuned hers a bit. In general the idea is that the imps are kind of hard countered by their respective boss fights, so selecting the right merc line up becomes vital to success.
Appreciate the bug reports, thank ya kindly!
I'm not sure if these were mentioned elsewhere so apologies if they have been. But I wanted to let you know I encountered two bugs after the end of both Vepar's and Gremory's boss fights. For Gremory it was that I simply couldn't walk up to the end save point, it's as if something was in the way yet nothing was there to be seen. For Vepar however the save point seemed to just not exist I guess, and I was able to just kind of walk through things in certain areas around and on the temple. Sorry to give you even more to look through but I figured you'd definitely want to know.
When it comes to typos though I found very few. I can't remember exactly what they were but I know one was for Gremory if you got beat by her boss and went back to fight them again, and one was for Marchosias but I don't recall where it was. If need be I can delve into it some more to find it if wished.
Dang, thought I fixed that Gremory issue. If it's happening to Vepar too though, I think I may know what the problem is. (And Vepar's just slippery like that, I need to double check the tilesets lol)
The typos are a much smaller concern at the moment, but I do want to take care of those as I go!
Appreciate the bug reports, thank ya!
I don't plan on making a traditional level up system, but there are going to be ways to get stronger.
The Sin Routes are the primary method for that, since they'll improve your stats and give you new abilities. Main way that happens is by making it to certain points and defiling certain artifacts.
I'm also considering special events that let you increase a merc's level permanently, but you'll also get access to more powerful mercs later on.
Outside of all the borked-up collision everyone's reporting, I do have a bit of feedback with the game's flavor and dialogue. When you're gathering materials for a makeshift blood bath, the same line plays for all three piles of rubble. For how good this game is at keeping the dialogue natural, this sticks out pretty badly. There's also nothing to tell you that you need to interact with the hole three times to get it set up--frankly, it'd make more sense to just have the player gather all three materials before setting the whole thing up with one click.
Following that, the only thing that points the player towards the mercenary system is the sparkle on the book. Eye-catching, yeah, but not quite idiot-proof. With how important mercenaries are--especially at this point where you're stuck at level 1--it may be prudent to have the cutscene segue into the first book conversation after getting the scrying orb set up. The player can then check the still-sparkling book to learn about the mercs' strengths.
Beyond that, I'd love to see more flavor dialogue just for checking random things in the environment, but that can probably wait for a later build.
Fair, the stone collecting could use some refinement. I'll see if I can't make it more natural/intuitive. Ought to clean up that dialogue as well.
I may add a few more lines of dialogue suggesting that players look around their cabins, which would also give me an excuse to make some more flavor text to their starting areas. I try to avoid "over-tutorializing" but sometimes I try to hard and make things vague. I dunno, I'll see if I can settle on an idea I like for it.
I do love writing flavor text, but for right now I'm mostly concerned with making sure the combat and gameplay loops are decent. I'll probably add some flavor stuff later on, though!
Not to be too ruthless because I do really love the game but I'll walk you through my run:
"ok saving my mana against the mosquitoes for the elves was a bad idea, I got 2 healing potions from this chest last run so-"
"empty"
"ok its probably gonna be a single frog guarding this chest maybe I can hit my parlay-"
*2 mosquitoes and a frog*
"ok"
Ok wall of mold is genuine actual horseshit ive started tries with an apprentice one tap and a high rolling bandit sweep then i take 5 from mold then pelted with magic missile and get clapped in one goddamn turn. Thats a perfect opening ruined by horseshit max output which it hits like every time. The placement of chests in front encourages grinding for money to pay mercs and healing drops which get completely cancelled out by costing a turn and you guessed it WALL OF MOLD. The game both wants you to grind for items you cant use but also savescum to save TP which is cancelled out by, you guessed it, WALL OF MOLD. set the max output to 3 the Lord is begging you.
just for the public record you're supposed to fight selene with the iconoclast to spam mana potions on to keep the mold off and chip her down over the course of at least 10 minutes the fight is so tedious you either whack her to death or keep using MP regain to try to parlay an inferno crit on her before the sun dies out. Goodness gracious the coven witch is a peak fight tho more of that.
Yeah, I forgot to state on Iconoclast's merc description that Herd Immunity will remove certain statuses. That's my bad.
As for items, I meant for most of them to be used in bulk outside of combat in-between fights.
I'm definitely going to have to reduce Selene's healing if the fight's taking that long. I'll work on making it less of a slog.
Glad you liked the coven fight tho
I was aware of icons ability I was weary to use her because I’d been taking 17 damage opening rounds from mold and missile that I just assumed a bad opening would be an instant wipe. If I were to make one suggestion, I would give her a higher crit chance because she’s a barely mobile old bag of shit who isn’t very defensively oriented apart from spamming heal. So instead of doing like 5-6 damage with Gremory while sacrificing damage turns to give icon her MP while also being obligated to loose turns on gremory’s MP, just give her a near garaunteee crit after you outplay her in the actual portion of the fight so you can send that bat straight to hell in the same business day. Or at her midway point you could have her pull out another student or some nuisance mob since you’re already going to have burnt like 2 minutes farming your health and MP back for a next wave that just never came. The fight was both really stressful but also unbelievably anticlimactic. Gremory is a really solid route from all the lore though, big ups.
about the combat system and nuances , it seems we can stack poison debuffs but not str buffs the same way ( tried with the bandit's mp skill , and marcy "cry havoc") and another thing I like to point is the defense buffs and str buffs do not follow a linear relationship as ,I still did 2-3 damage with marcy TP skill to her boss fight even with "cry havoc " and bandit's mp skill stacked on her ( apologies in advanced if there is anything factually wrong , throughout the rant )