Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Release 1.7.0 - Bug Reports Sticky

A topic by Three Eyes Software created May 13, 2026 Views: 2,661 Replies: 71
Viewing posts 21 to 28 of 28 · Previous page · First page

Similar to BonnChan, but caught early in NPC Memories before it makes its way into dialog.

So, I started a new game and talked to Oriana for a little bit, talked to Celandine and Oriana together for a very short conversation. I looked into the NPC Memories and Celandine had a ridiculously long memory in her "ThingsThatHappened" section of the overheard conversation between Oriana and Player Character. Literally 427 words long/510 tokens of her just repeating the same thing over and over again, from simply overhearing a conversation before I've even talked to the NPC.

Happened on Gemma 4 sparse, locally, on Windows.

Developer

Are you using the QAT version?

Embarrassingly I thought I was, but I seem to have literally forgotten to change over to 1.7.2c and was still using 1.7.2b. Sorry for the false alarm.

Developer

The QAT version is more prone to doing things like this, which is why I went back to having the normal version as the default.

(2 edits)

After double-checking which model I was using for 1.7.2b, (wasn't sure where it was, but I found it) I wasn't using Gemma-4-Sparse-QAT, but the normal Gemma-4-Sparse. I don't know if it was still a reported issue on 1.7.2b, but I'll try it on 1.7.2c and let you know if it happens again.

Thanks for your time.

The game hangs up if you are taking damage in the same turn as changing zones.
For example, if you're in the wilderness near the edge of a zone and get hit by a slime projectile just as you walk into the edge.

I have also encountered this error. 

The game has a tendency to hang up when using OpenRouter.
When using a local solution it will eventually time out but with OpenRouter it seems to get stuck sometimes forever.
Really a bummer when you have to close the game and lose a long conversation.
It needs to have a client-side hard timeout after a few minutes if it gets no response.

(1 edit)

I dropped a low torch near a firepit to retrieve a fresh torch.
When I loaded the game with the low-burning torch on the ground it had turned into an apple.
Trying to touch the apple breaks the game by making inventory screens unable to open.

Developer

Thanks for the reports. I will look into them.

Hi, Three Eyes Software.

We've been looking into tokens and discovered that when adding special characters (such as *, " and the like), the system asks which language is being used. When using the translator, this can cause the AI to make a mistake, resulting in a message appearing in Chinese or Spanish.

Developer

I'm not sure if I fully understand the issue, but this classification task happens only when sending an input while the NPCs short-term memory is completely empty, so usually the first time you talk to an NPC. The only consequence of the classification task resulting in "no" is that your input is rejected. This is to deter people from gaslighting the AI into not outputting English internally, which breaks many mechanics.

(3 edits)

I’m seeing inconsistent results in sending items to market through the market box. Using version 1.7.3. Using Gemma-4-Dense-Small.

I shipped 17 iron ores, but in the letter received the next day, only 3 iron ores were counted, and I only received payment for 3 ores sold at the listed market price.

I reloaded the save, shipped 17 ores again, and only 8 were counted.

I reloaded, shipped 12 iron ores, and none were counted (no letter received after waiting well past the usual delivery time).

Some small-number deliveries do work. I sent 10 iron ores and those were counted and paid for, I then reloaded and tried 3 iron ores, and those are counted correctly and I am paid for them. 11 ores, however, is counted as 4 instead!

I’m seeing this issue with other items as well. I sent 6 poppies and 8 lavender, but only the lavender were counted. On another trial, 13 lavender shipped is counted as 7.

Edit: A couple in-game and real life days later, just to see if the problem was temporary. I put 7 Morning Dew in the box, only 1 was recorded and sold. 

May I ask if anyone else is encountering this issue, or if they’re willing to try reproducing it on their end?

It's a bit random what gets "sold" the next day. It seems normal for your goods to take a few days longer to sell sometimes. The longest I've gotten was three days waiting on a stack of turnips to sell, but that was in high to normal demand for large stack of turnips I rp bought from Aldric and flipped. I think the tutorial says the more in demand the item is, (from the market board arrows) the faster it sells, but I haven't looked at the tutorial in a long while. 

This is just something I passively observed while playing casually

Waiting a week in game and only getting one sold. That does seem a bit off, unless the price/demand are low to begin with and stayed low for most of that week, resulting in only one being sold. In which case that's some crazy bad luck, but I ultimately don't know.

That's my 2 cents on it anyway.

(2 edits)

The newest release linux build doesn't work properly - it throws " The LLM service encountered an error" when trying to start a conversation with 2 or more NPCs, works fine when talking directly to one NPC. 1.7.2c worked without any issue.

Local model, Gemma-4-dense-small on an rtx4070ti super (16gb) 

distro: CachyOS 

Here is the koboldcpp log
https://pastebin.com/B9xjHgzj

New save, no custom content loaded 

Also here is the error from the terminal

getting the same issue when genning npc knowledge too. guess it's more general than what i thought

Developer

Sorry for the late reply. This seems to be some kind of interaction between Mono and Linux. I've uploaded an IL2CPP build that may fix the issue, and I'll further investigate once it's no longer impossibly hot here in Europe.

I'm in EU as well, the heat is rough. Hopefully you'll be able to fix it, the community already did so many mods I wanted to try

Not bug report so much as a solution report:
People who have had issues running mods on Linux should try running Kobold itself first and letting it establish port connections on its own.
Then launch BepInEx.
Even some really outlandish distros seem to work this way.

Viewing posts 21 to 28 of 28 · Previous page · First page