Lol. Oh yeah. They are hard to find, but the priests are around the dungeon sometimes. They will eventually have hidden underground temples.
Tesselation9000
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Hi Ash. I'm guessing that you are not using a QWERTY style keyboard. Unfortunately, other styles of keyboard are not supported by Sunlorn, but I hope I can remedy that some time over the next couple of months. My best guess is that the equivalent to the ? on your keyboard will be whatever appears to the left of your right shift key when you are holding down shift. You can also use the mouse to click at the top of the side bar to cycle through the additional information.
Thanks. Unfortunately, this won't be a quick fix for me because the game is already rigged up to use a table that links the key codes to command functions. It might be easier for me just to start switching to SDL3 since it appears to me that it also has key codes that are tied with the actual character.
Do the stutters happen when you're wandering around outside? When you get to the edge of the map in memory, the game has to pause for a moment to generate the next section (or reload it from memory).
I actually died so many times by hitting enemies with my ranged weapon! That's why I had to add the confirmation question.
One of my future plans is to migrate the game over to the SDL3 library. Taking a quick look at the wiki, it seems like that library has better support for different keyboard types, so I will probably hold off until I makee the big move.
Glancing at a diagram of the German keyboard, it looks like the ; and : are where the < and > are on my keyboard, so maybe that works. Remember you can also use the mouse to click on things in inventory, click on commands on the side bar, or right click to bring up a commands menu.
Yeah, I've noticed that num lock blocks the shift key. I guess that's just what num lock does and I'm not sure if I can overide that.
I suppose I could add a little bit more info on attributes in the character creation process.
Maybe I can find a diagram of a herman leyboard and see if I can translate the key codes. It won't be easy to test though.
Unfortunately, the frame work I'm using doesn't provide support for various keyboard types, but I may be able to come up with a hacky solution. Can you tell me what keys were different when you played? Did the letter keys at least function the same?
I have tried to keep the tutorial proofed against softlocking. The thing about the gas chamber I haven't thought of before. Possibly I could modify it so that the gas is cleared and the door is shut when the player dies.
Let me know how far you make it in the real game.
Watching the stream has been so helpful since I rarely get to see someone else playing the game.
Groups of agent types have baseline relations towards other groups, and each agent has its own list of relations to other agents. If you play as a necromancer for example (which is a current option in the game) and animate some skeletons after having hired mercenaries, the skeletons and mercenaries will fight because they are natural enemies, even though they are all your followers. This puts a limitation on the player's follower army that I think makes sense in the game. My intention is that this would be especially relevant in late game after encountering various non-human races: it would stop you from raising a mercenary army of races that don't get along.
A special characteristic of the player's followers is that if they see another agent attacking or fleeing from the player, they immediately turn hostile towards that agent. Presently, they don't stop being hostile even if the player tames or charms that agent. I have noticed that this can be really annoying when you want to make friends with other creatures, but your overzealous followers keep beating them up.
I haven't completely made up my mind how to deal with this, but a solution could be that any time the player improves relations to another creature up from "hostile", it causes all player followers to revert to their baseline relation. This way donkeys would stop attacking villagers, but natural enemies would continue to be hostile. If there were still other hostile villagers around though, they might still respark the fight, so bringing followers into a hostile village would still be a tricky situation.
I would like to add a follower management window though, so if you have a lot of followers, you could order them all at once to wait outside town while you pacify the inhabitants.
It may take a while longer for the next update to come out since I'll be working on unborking the horse riding system and adding fully customizable key controls.
Last night on my debug build I was moving around the world and just going up and down staircases, saving and reloading occasionally, to try to recreate the bug, but I couldn't get it to happen. This weekend I want to write a new test that will do the same thing automatically, and then just leave it running until something breaks.
I've also tried actually deleting level files when I was on a different level in game, and I do get the same result that the portals can't relink if a level is regenerated. I'll try to at least get that to work.
If you still have save files where this has happened, can you please send so I can study what happened? I might be able to get the areas unblocked too.
I've actually barely played past the first dungeon myself during a normal run. It used to be much harder so I used to die there all the time. It's a shame there were still wrinkles in the load/save system. Hammering those out will be a top priority in the coming weeks. I'm glad you were able to resume your game at least. I'm out of town for the weekend, so it's actually convenient for me that the next stream is delayed.
Hey, I just finished watching your video. Thanks for giving Sunlorn a try and for sending me this. I've been gathering lots of useful info this week that will feed into the next version. Unfortunately, I did not mention it in the tutorial, but pressing "?" in game will allow you to cycle the information displayed in the side bar. That would have allowed you to identify the sewer drains and see the health bars of the enemies. Anyway, hope you check back in the coming weeks or months as development is progressing rapidly.
