Sinathir 0.19.2 - Bug fixes, improvements and sneak peek
Sinathir » Devlog
This is quite a small patch focusing mainly on fixing some minor bugs and improvements to some text windows.
Huge thanks to JTruj for reporting most of those bugs. Who knows how long it would have taken me to find them otherwise.
Some of these were also fixed in 0.19.1, but I will be putting them into this blogpost too.
- Fixed certain weapons doing negative damage and thus healing enemies and rewarding negative experience
- Switching recipes in workstations with no recipes caused game to crash
- Entering mine dungeon too soon resulted in crashing and chests being empty
- And more
I also focused on improving some of the windows. Last patch added bitmap fonts, which I wanted to get out as soon as possible and as a result, some windows were left in slightly broken state with some text being cut off and lacking in different colors. I fixed some of those. There is still more to do and I will work on them slowly over the next month or two.
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Sinathir
Raising sim / survival game inspired by Princess Maker.
Status | In development |
Author | QuentinWH |
Genre | Role Playing, Survival |
Tags | 2D, Anime, Coming Of Age, Female Protagonist, Life Simulation, Management, RPG Maker, Singleplayer, Top-Down |
Languages | English |
More posts
- Sinathir 0.40 - Faction system and QoL improvementsAug 04, 2024
- Sinathir 0.39 - Schedule and favorsApr 11, 2024
- Sinathir 0.38 - Pre-releaseMar 11, 2024
- Progress reportFeb 02, 2024
- Sinathir 0.38 Beta - New weekly schedule systemDec 10, 2023
- Next update previewNov 26, 2023
- Sinathir 0.37 - New character artOct 21, 2023
- Sinathir 0.36 - Activity limits and escaping from battlesOct 01, 2023
Comments
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Excellent bug fixes to the game! I also have some bugs to report:
1. Sometimes, asking NPCs to follow them at a low relationship value has them first agree to it but then disagree to it in the dialogue line after. For example, asking Zacharias to follow you at relationship value 9 will have him say "I have some free time. We can go for a walk." but then in the next line he says "I am sorry, but I am bussy right now."
2. When talking to John, the tutorial guy in front of your home, he walks a few dozen meters South. Although this isn't a problem if you leave the current area, if you have already completed his quest before he assigned it and talk to him again, the normal dialogue will occur but John will walk off the map and your character will be stuck. An example would be him giving you the 60 food quest. He walks South and you are supposed to get 60 food. But if you already have it in your chest and go talk to him again, he'll give the next quest and then walk off, leaving your character frozen.
tldr: Some characters say they will join you when you ask to follow you but then say no in the next dialogue line. Also talking to John again if you completed his quest beforehand will freeze your character and game.
Thanks for reporting.
I will fix the first problem, but there are many more problems and inconsistencies with dialogue. I plan to rewrite all of it in the future so I don't want to spend that much time to patch up this old dialogue. There are plenty of typos and other small mistakes that I won't bother with for now, but if you find anything like this one, where character says one thing and does another, then report them since this could impact the gameplay in somewhat serious way.
As for second point, I fixed it like one hour after releasing previous patch, but I didn't upload a new one yet. I will probably wait a few days if someone reports more bugs for me to fix and then release new version.
Also, this new version will also have slightly improved dialogue window. Better highlights for chosen category and name of current category will show up at the top.
And as a sidenote, I would like to know what you people in general want to see expanded the most. I have a good general idea and I'm going to expand pretty much everything in the game at some point, but telling me what you want specificaly might shift my priorities a bit. For example, if I find out that people want to see me expand alchemy even more, then I will try and add something to it this month and shift forward other things I wanted to do (Main month goals will stay the same no matter what). This month, I want to finish another part of the main story quest together with small story dungeon.
Something I would like to see expanded upon would be the bandits of Sinathir as well as a map expansion. It would be really cool if they were a much bigger threat. We already have some events regarding bandits like the thugs shaking down Billy and the concubine running away from Ron. A possible event could be the bandits going to your base for money once you upgrade your hut to a wooden house. This would be way better then the two bandits hiding behind a pillar in the forest Northwest of Riverstone
A bandit cave, similarly to the kobold cave could be added as well, where you can break in and wipe out the whole place. Putting it somewhere here would be a great option. There already is a forest here so it would make sense for bandits to hide there, given the dense vegitationAlternatively, a quest where the mayor asks the player (assuming they are part of the militia) to fight the bandits could be added. I feel like bandits are underutilized in the current version of Sinathir.
As for the map expansion, you could make it so that the crossroads area to the North of Riverstone could lead to the other settlements.
Although making settlements like Arc and the something Graveyard are going to understandably take a long time, creating a map expansion for the road that leads to there would be great!
Thanks for suggestions.
Bandits will play big role in the game. Pretty much everything you said is planned. You will even be able to even join the bandits. I plan to do proper faction system later this year, which will include basics of the bandit faction together with their hideout.
For starters, this / next month I could simply flesh out the existing bandit group and place it in more places as time goes on. I will add more checks to them, so they leave you be if you have certain number of followers with you, or if you kill enough of their friends. They will also leave you alone if you don't help the concubine. This should make them feel more like bandits and not just like wild animals with some dialogue.
And if I work fast enough, I might even be able to add the option for you to rob traveling merchants if certain conditions are met. I plan to do some kind of crime system in the future, so this should a nice and easy to create starting point.