Hi, I've been playing the game since release (~21 hours) and I want to congratulate you on your work, great job . I just made this account to point a few bugs I've noticed (maybe some have already been adressed on these forums) -In the weapon tutorial, when it tells you to drop the mace and grab the sword, you can grab the mace again and the tutorial keeps going -There is a room design that always spawns an arrow trap behind a dispenser,with the trigger inside the wall -I've seen several times money,food or even a sleeping diggle under shrines/props/dispensers -A room spawned with a secret passage (opened by a lever) blocked by a vending machine -May be intened, but when you go to disarm a trap, if you cancel, you can see the trap as if you had high trap detection -Brax stores spawn too close, many times I had 3 within 100 turns while the rest of the floor was empty. -Diggle nests change behaviour some times, on some levels I can walk over to pick the eggs, in others they act as blocks -If there are multiple items in a square and your inventory is full, the message plays twice, thrice, or as many times as items there are -Door priority. I've had doors close to each other that once opened, the one leading north overlaps the one going west
I got one too. If u choose astrology and archaelogy u get only astrology hat, it this supposed to be bug?
No. Starting equipments replace each other, like how if you choose Mathemagic as a Mage you'd get a Tweed Coat instead of a Robe.
-Brax stores spawn too close, many times I had 3 within 100 turns while the rest of the floor was empty. This sounds more like random layouts being random than a bug, although it might be a good idea to change the randomness so that this doesn't happen.
I know it''s part of random generation, but this "randomness" has turned to "usual". 80% of floors I visit have shops/lutefisk/inconsequentia/krong too close to each other rather than spread about. Even monster zoos, I found once 2 within 2 rooms of distance (limiting them to 1 each floor seems to be in the patchnotes though)