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Version 3 primarily has bug and gameplay fixes so the experience is less buggy. In one week, I'll finish the public update.

Change log v3: https://pastebin.com/rYiCV276Change log v2: https://pastebin.com/peuj23ukChange log v1: https://pastebin.com/t3Cq5ZJv

Please do not feel compelled to donate for access to the test update. The public update will release in two weeks time. That update will be free of bugs and issues.

Version 3: https://drive.google.com/file/d/1PYeSfsjNpUn9fPnWjEs9yu0sAvjyTbyK/view?usp=sharingVersion 2: https://drive.google.com/file/d/1Ss69ae3xc7zR9bBtq8WLtvv9NDjd3TkJ/view?usp=sharingVersion 1: https://drive.google.com/file/d/1bJAqJQQ9ksh0d9cxuQwbXUMKSHmZwt0j/view?usp=sharing

There are a lot of unfinished content that I hope to finish for the public update. For example, I haven't updated the intro, shrink house, or crucible dialogue. There is no shrine dialogue. I did not get to update/improve the shrink house in general. I did not finish the 3rd interaction. I rushed to get the environments working (the new clouds made me recode it), and the new environment doesn't have any sounds. I did not get to finish all the new artifacts. Her face expressions don't animate as nicely as I wanted. All the village additions that I wanted to add, didn't get to finish. And the list goes on.

That being said, I hope y'all enjoy it. Always let me know your thoughts and opinions in the comments.

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Comments

Philomentus

A little rough around the edges is still good progress to have made! Happy new year and I can't wait to see what comes next year!

TylerMcFly

Take some time to recover for yourself because your own health is important, have a happy new year!

john pablano

Thanks for your hardwork. Make sure you don't burn yourself out. Happy new year!

Aionne

Make sure to take some time to relax. No need to rush.

Ewwiod

PLEASE I AM ON MY KNEES! have a map thats just 100% always day time, seeing her shadows move and watching everything get dark before she's about to step is the best thing in the world. Other then that I love this update!

TheShnozz

Your work is amazing, please take some time to relax and enjoy the holidays you deserve it!

Geledi

Honestly even with all of the stuff left out due to time constraints, there's enough new content here to keep us busy for the next few weeks until the public update drops anyway. Well done! I've did two sessions tonight and will do a couple more tomorrow, but first some preliminary thoughts/observations: Seed 602602304 Lvl Dusk v3 - Maybe have a mouse-over description or status icon over our character of what the potions or their effects do? I did take some such as the X-Ray and Invincibility potions that are somewhat self-explanatory in what they do, but there's no obvious way to tell how long they're supposed to last as of now. This would especially be pertinent to do if you plan on adding more esoteric potion effects in the future. - I did see a statue spawn directly under Akipo's shoe on one occasion while she was doing a pickup animation, though I didn't get a screenshot and it was immediately destroyed afterwards, so no big deal. -Modifiers relating to new additions (faulty crucibles needing additional food, tanukis feeding crucibles multiple times, crystals fed to cauldrons giving growth to Akipo) all seem to be working as intended still. - I do love that you can now switch between crucibles instead of having to completely fill one up before going to the next one. I missed this behavior from the older versions. - The random enchantment system seems interesting, though a couple of gameplay factors to consider: * The RNG involved in acquiring enchantments -- especially no longer having easy access to shield upgrades to tank hits -- means adjusting playstyles to one focused more on agility instead of tanking hits. The new potions scattered around the map help, but I can see footwear with higher damage being very miserable to go against if RNG isn't kind. Food for thought. * Is it possible to have a safety net of some kind? I did have a couple of occasions where Akipo crushed a cauldron as it was in the process of making an enchantment, and those crystals ended up being wasted. - It appears both shrines and crucibles are needed in order to complete Akipo's new food bar, as this bar goes up to 450 in larger levels and the crucibles only go up to 100 themselves. Will need to check later if that is emphasized anywhere as it seems like important info to note. - On the topic of shrines, 3 quirks I noticed so far: * Feeding a tanuki to a shrine completely breaks their behavior, as picking them up again makes it so they no longer explode but they can still be fed into a crucible for additional food value with no risk of exploding. * Shrines you need to have manually switch to having a food item in your hand while for crucibles you can just spam the e button no problem. It's might be intentional but something that took me a moment to figure out. * Akipo doesn't do a final growth spurt if her food meter is topped off with a shrine, not sure if that is intentional. Speaking of which, Akipo's final growth spurt otherwise seems to have the normal modifier for her height instead of the huge burst of height we saw from previous versions. Again, not sure if intentional. 2 bugs: * You can enter shrink houses during Akipo's final phase, though she doesn't alter her behavior at all. * I did get a crash after finishing a level and as the lobby was loading back in, but I haven't been able to reproduce it yet. Stay tuned.

RDA

did a quick session to check the new enchantements, will have to do more testing, but during the session heres some quirks i noticed, some not sure if is intended behaviour: -if the player is standing behind akipo the moment she starts walking she'll try to step backwards; -sometimes shell stick her toes in the ground like shes standing on a slope but on flat ground -during the final minigame she seems to take very small steps even if she speeds up; -also during the final mingame sometimes she'll take two steps, smile for a few seconds and repeat until the player moves around until she's free from the cycle; on other points: -The enchantments are cool and i like the pros and cons they give but since they have different coloring, it would be interesting if they have diferent upgrade cost depending on their color; -Don't know if possible, maybe for a following version, to have a glossary for the enchantments, maybe in the lobby, where you unlock them once you get them during the level; i'll see if i can reproduce or find some other things.

Mike Lewis

theres a bug where if your inv is full and you use the anvil you may get stuck there you cant press unstuck but itll only warp you the only solution i found is to restart the map also if you need an idea lmk i have plenty.

David Jones

Happy new year!!! Take a break, you deserve it!

Nekomancer

Happy New Year all! Thank you for you and your teams hard work, releasing this before New Years. I also got stuck on the anvil and the unstick button didn't work.

Bread Boy

It's the nicest new year gift for us! Happy new year~

Geledi

I played a couple more sessions today and have some additional observations to go with my ones from last night: - Akipo's face looks a bit off in the extreme closeup provided for the hug animation; I think what might be throwing me off is that the hair framing the sides of her face isn't visible in the shot? It might just be a me thing. - Buildings that respawn with this table https://drive.google.com/file/d/1wGsik6dXcgAEl9GXsswiNcZiQlx_lUhm/view?usp=sharing (which is a lot of them) I noticed often have interactable items spawn underneath the table, even if Akipo isn't moving or doing anything to knock items over. - Statues in this build are missing a good portion of their back https://drive.google.com/file/d/13t-N_eCFnyHRHMzB1GHLnb9ojWJFpPlS/view?usp=sharing https://drive.google.com/file/d/1DylZ3-tSXcwhOCG5QJ1_BuX6fimDJx5_/view?usp=sharing - The text wrap for the sandal and stomach environments pre-unlock should be adjusted so the unlock requirements aren't cut off to the right. - I did encounter another crash almost immediately after getting the shrink house achievement, but so far I am still unable to reproduce either of the ones I have encountered so far. - Clicking an item in your backpack to swap it while you are holding a potion causes the potion to be consumed as well. - Not sure if this is feasible to do on two weeks' notice, but I would suggest editing the shrine model so the donation bowls in the front are lower. I often find myself accidentally grabbing food back while trying to place items for the bowls in the back row. - If you have the jump attack enabled, does Akipo always immediately do it as soon as she faces you regardless of distance from you or height now? It seems to be her behavior so far in this build. - Maps don't seem to show the locations for crucibles in this build. Is that intentional? - Akipo stepping on me while I had an invuln potion applied to me managed to trigger her charm to prevent death, even though it theoretically shouldn't kill me anyway. - Destroyed houses with triangular roofs sometimes have a delay in the roofs dropping down to earth with the rest of the debris. I'll see if I can grab a screenshot the next time I see this. - After having more time playing with the enchantment system, I do find myself enjoying it a lot as it gives a lot more different kinds of buffs and utility compared to the old system. I especially love the ones that allow you to double jump and increase your stamina, as it's very helpful getting over those walls with the crates next to them. - On the flip side, my initial thoughts about what were basically essential enchantments in previous versions -- especially those relating to the shield and having items stay in your inventory upon taking damage -- are more affirmed in this build. While you can still get them here as separate enchantments, the RNG elements involved with enchanting does mean that getting stomped or blown up is more punishing, and players need to pay more attention to Akipo's movement instead of taking it like a champ. Doubly so if the player opts to have her wear the geta or high heels which are basically insta-kills. It's possible that this is intentional, and fair enough. Nut I also want to to just throw that out there that if, say, you have any interesting gimmicks planned for the twins, making sure that they are designed for players who may not have upgraded shields at their disposal is something to keep in mind going forward just to avoid the experience being frustrating.

Anon30000

The map does reveal crucibles but you need to upgrade the map, you can also reveal shrines, shrink houses and cauldrons

Anon30000

Happy new year! I really like the volumetric clouds and her commenting on being taller than them. New update is overall great nice work

Geledi

Ooh, it wasn't immediately apparent that you can upgrade the artifacts through the UI. I will try that the next time I'm able to fit some sessions in and see how they perform.

Anon30000

For sure, I had thought the same in the beginning. You upgrade them at the anvil by holding down the use button

Delron

Happy New year to the devs and fans alike! Here I thought to play a few runs to see if I can help out with some bug reports, but it seems Geledi beat me to it. He covered most things I too encountered, and even more it seems. What I can add to the Artifact Stuck bug is it seems to happen when you scroll through the options. Such as interacting with the hammer, and then pressing E - this will 100% make you stuck. The rest is fairly covered by Geledi so no need for me to post the same bugs ^^. Otherwise, I love the new update, her new shoe is amazing and it sure is Extreme if you're not quick enough to avoid her. I also love the new 2nd store building, it feels good. Before I always avoided going too much into those, but now it feels like exploring those buildings can have its benefits too. High risk high reward sorta thing, though not always, and that's good, cause you need to consider risking going upstairs. What I'd love to see with the cauldron is maybe some options, the random buffs are good, but I think being able to chose how you want to create a build for the run might feel a bit better. Maybe you can chose a random buff for less gem, but chose specific buffs for more. Could be made in a way you need to visit multiple cauldrons, see what options you can chose from, or just go with a random one? I also like the fact you need to be mindful with your food now. Like if you have some food above 30-40 value, you'd likely want to keep those for the shrine so you can get a 150% buff from the shrine, and just throw the rest to the crucible if they've less value. (Except big food) Overall, its amazing, and bugs are expected as it is Alpha, but I hope our feedbacks will help the mods, keep up the AMAZING work, you guys are Breathtaking!

LadyAliceR18

- Potions: Ya that's a good idea - Statue: That's expected, but it also cleans itself up so not a bug. Just a goofy interaction - Shield/RNG: I designed it so completing the objective gives you shield/sprint stats. There are random upgrades that upgrade your stats even further, but they are meant to be extra bonuses. I think the current stat upgrades are fine in their current state, but I can be convinced that the bonuses aren't enough to keep up with the gts. - Tanuki: I knew it was probably broken, just forgot to fix it. - Shrine: It's intentional, but I can add additional text to be clearer - Final Growth: I'll look to fix that. Because the objective doesn't require the crucible to finish at the end, I didn't know how the final growth should work. But thinking about it now, it really isn't that complicated of a fix. - Shrink house during Final Phase: That's intentional just there isn't an dialogue that reflects it. - Crash: Crashes like that scare me because I have no information to understand why it happened.

LadyAliceR18

We didn't get to properly test the final minigame. We assumed that it'll have no issues since we didn't touch it, but I guess I'm super wrong. We'll check them out. Thanks for reporting the issue.

LadyAliceR18

Thanks for reporting the anvil bug. Someone else reported a similar bug so maybe that'll help me find the root cause.

LadyAliceR18

Text wrap UI - I cannot replicate this issue. UI is fun. What is your game display settings? Left click activates item - I forgot to fix that. My apologies. Shrine model - That can be adjusted. Jump attack - We'll look into it Death triggering through Invulnerability - I may know the issue. I'll look into it

LadyAliceR18

Thank you for clarifying the bug's origin more. And thanks for the rest of the feedback. The enchantment window was designed so I could add a "choose-your-own-enchantment" feature later. If I have time, I'll add it to the public update. But I'll see

Mike Lewis

SO what if you start the rounds with her at amazonish sizes but following you up to a point i know itd require more animations but itd be cool

RDA

Did some more sessions trying to understand the cause of some behaviours and attempt at reproducing them, here's what i could find: -Sometimes item or food disappears from ontop of clothed tables when a house spawns althought it doens't happen consistenetly; -Sometimes potions seems to get stuck in mid air or wherever they spawn in a house without being able to interact with or be affected by gravity or Akipo, couldn't really find a way to reproduce it consistently; -A white dot appears on the sky after a while, can't be seen through the clouds; -Akipo's ankles break when she's sitting during the new interactions -https://drive.google.com/file/d/1ckRoFlkZunmgipQSoPCdR92R6GgH319_/view?usp=drive_link -When Akipo is near or stepping on shrines their textures get square holes -https://drive.google.com/file/d/1jNwM1ft8u2hJwFHLdJRuEG0WlnNmbryd/view?usp=drive_link -It seems if the player is holding an item that can be activated with the left mouse button and clicks on food in the bag it triggers the held item, both potions, light orb and lantern; -After dying and respawning Akipo get some shadows on her feet, unsure of what exactly caused this; -https://drive.google.com/file/d/1m5gjXvb4XbAqriKpelaGPXKATilmtEGF/view?usp=drive_link From the behaviours i mentioned in my other comment most happen or are more noticeable in sizes up to 720m; -Her stepping back is caused by the player running behind her when she's locked to step on the player, so its normal behaviour; -the toes sticking in the ground seems to be caused by elevated dirt and an elevated land in the map tile, very rare to happen and map dependent; If i find anything new or a way to replicate the behaviours better i'll post but overall the update is pretty solid

Catty

most fun update so far from a gameplay perspective. The new objectives add so much more variety and strategy. the new enchantment system adds a lot of replay-ability and i like the interesting new ones. the double jump one lets you build a bunch of speed when sprinting jumping, idk if its intentional but i like it. It also makes the final minigame more fun and engaging. Sorry if i missed it but what does throwing food into the cauldron for enchantments do? or is it not implemented yet? BUGS: so far ive seen the common ones like accidentally drinking potions when clicking in the inventory. ive also seen a few floating foodstuffs that i dont think are collectable. ive also seen the shrine donation table's texture turn into a jumble of pixels when she stepped on it when i filled all the slots. it remained that way as long as her foot was next to it, it went back to normal when her foot moved away. I also still found a ground seam cutting through two tiles, like one tile's ground is offset by .01m on the y axis. bugs and unfinished things aside the production quality is so impressive, pretty much everything looks great (BTW the new sounds are great). im always impressed with the amount of great stuff you and your team can do given the time frame. Ill see if i can play more later, cheers everyone!

Geledi

Shield/RNG: I will need to ruminate on that some more and do some runs to see how the stat boosts feel then. At the moment they don't feel noticeable,particularly for the shrine as the crucible outputs similar stat boosts upon completion from what I can tell. It may also be a feedback issue; I can see the shield value go up in the inventory UI, but the shield staying blue unless you get one of the shield enchantments is tripping me up after being used to the color scheme from previous versions. For reference, what were the shield values for each of the tiers in previous versions? Final Growth: I think to clarify a bit on this, it seems that the final growth (sometimes) occurs if the completed shrine/crucible is able to add enough to top off Akipo's height meter, whereas before the last one always maxed it out regardless of her progress. Is that an intentional change? Crash: I did encounter another crash tonight while restarting the level, and the only new info I can add is that it happened during the placing buildings phase of generation.

Geledi

Text Wrap: 2560 x 1440 Borderless For reference what it looks like: https://drive.proton.me/urls/E2MVQZ0ZSR#8A8W8yVwMWfA https://drive.proton.me/urls/PR2XCD7R70#TKkBl0rqiKMI (Switched drives because Google is having a temper tantrum) Death triggering through Invulnerability: I noticed the Halo enchantment also has a similar issue attached to it. For that specific enchantment as well, I would change the description so that it says "prevent the next death" instead of "prevent the next revive" as well.

LadyAliceR18

Potion - That's bad. I assume the game isn't recycling potions correctly. Ankles - It's only for those shoes. I'll add a proper fix. Shrine - That's intentional, but it seems like the effect is confusing. I initially wanted Akipo to avoid stepping on shrines, but I instead make the shrines magically immune. I went with a checkered pattern, but it seems like it's too confusing of an effect. Foot shadows - I have a theory that I broke the foot decal code. My partner told me that none of the decals work. So I'll be fixing that.

LadyAliceR18

Thanks for the reply. I'll see if I can replicate it now

LadyAliceR18

Shields used to be 1-4-7. They are now 2 baseline. Completing a crucible gives you about 0.25 shield, and completing a shrine with max stats gives you about 0.5 (0.75 with the 神 bonus). The harder maps have 6 shrines in total, so there's a chance to gain about 3 shield (4.5 with the 神 bonus). We have one more mechanic that we didn't get to add to potentially withstand longer against a direct attack. With all that, we believe shield values are healthy. For the Final Growth, it's simply due to how the objective changed. Because the objective could be completed through a shrine, I could not guarantee a growth spurt. At least that's what I thought, but I honestly just needed to think a bit more. Crash - I feel like it's a memory issue at this point. Memory leak that I didn't clean up. I'll see what I can find.

LadyAliceR18

It increases the chance for the enchantment to be already upgraded. It does work, but it accepts anything. So $7 garlics or $120 pumpkins have the same effect. Shrine - That's intentional, but it seems like the effect is confusing. I initially wanted Akipo to avoid stepping on shrines, but I instead make the shrines magically immune. I went with a checkered pattern, but it seems like it's too confusing of an effect.

Bread Boy

This update is packed with content and offers more diverse gameplay. The upgraded artifact system makes it easier for players to find ways to empower themselves. I spent a lot of time exploring the new content—the new map seed feature is very convenient, and I really enjoy the new interaction methods and dialogues. Also, her new high heels look absolutely fantastic. That said, I feel the refresh mechanism for the cauldron and the deity worship system are a bit too time-consuming. They significantly extend the playtime. If possible, could there be an option for players to choose the original upgrade mechanism (though I do like the new system as well), or maybe simplify the current one? The main issue right now is that the early stage feels overly tough—mostly due to how long it takes. I also encountered a bug: when I choose stockings for her outfit, after dying and reviving, her texture glitches—the stockings turn black. Returning to the lobby with this outfit selected also causes the texture to become completely messy. As for suggestions—I know this is a test version, so I assume the full release will include some guidance or hints for the new mechanics. Also, could the shockwave range be made into a toggle option? I think the feeling of her personally touching and destroying things with that purple glow is really satisfying. To address the overly long early game on each restart, maybe consider allowing some attribute bonuses to carry over. This is definitely a major update, and I can tell a lot of attention has been paid to the details. Great work!

Aionne

So if she's past 1000m you can't get in the shrink doors

ISupportThisIdk

The interactions are cool, but some kind of feet-oriented interaction would be superb. Also, a dialogue skip button would be amazing. Having to listen to the whole dialogue again just to see the different choices is a chore at the moment. Keep up the good work!

Fumiyuki

I loved this update, new SFX, visuals, enchantments system, anvil, new map seed animation+dialogues, affection system improved… its just such a great job. I’d love to see more animations/dialogues with akipo, new animations in game however it wont be fair for you, after your hard work for 2 months straight you deserve a break. If I could help in anyway… After playing and unlocking everything (like 30 games) here is my small list of bugs/events, im not sure if to list them as bugs as some happened just even once** but here are what I found: **Don’t know if I should call it a bug… maybe a funny event that got solved when I restarted the game. So it happened after unlocking high heel geta shoes in her outfit, her texture glitched and turned gray/black. So I decided to restart the game and everything went fine after that. I noticed that the text is quite cramped on the box when selecting high heel geto. (**happened once) -Potions, lantern, light orbs… cant be stored on bag as they are used when you click on them (Could be solved by using any other key to move things onto the bag) -Another funny bug or interaction happens when I select other sizes, Akipo just says “e-r-r-o-r” instead of her usual size lines. **After crafting an enchantment I couldn’t grab it since the option disappeared, but after akipo destroyed the house the option came back (maybe it a small bug while running the game). I understand that when akipo steps on the house the cauldron is destroyed but being unable to grab the enchantment is a bug. -Shrines, but you already know it was intentional (after reading comments is something you already know, pixelated/squared model) -Anvil and cauldron, I was unable to move despite using “unstuck” option, and this time my inv wasn’t full. (very rare bug as it happened twice) -Final minigame got glitched if very big size, (happened around 2500m~) Akipo will step on the same spot. Maybe its caused by player hitbox affected by terrain making it invisible or untargetable. I really don’t know the exact reason -Final growth spurt isn’t the same as previous versions (like x2-x3 the size), maybe coding changed? (still this approach is better for me though)

Aionne

I noticed that sometimes she says Error in the dialogs and for me when I put barefoot her feet were different color.

Catty

I think if shes too close to a shrink house it gets disabled, but as she gets bigger her influence on them gets bigger too so shes much more likely to block them as she gets bigger.

Catty

good to know i can clear up room by throwing low value food in there. Yeah the shrine effect looks kinda out of place, i assume that having them be destroyed and rebuilt causes some sort of issue. Maybe just make them have the same shader that the rebuilding houses have but make it a gold color or something to differentiate the effects. The holy power of the shrine can protect itself from damage.

Catty

I agree, Feet interactions would be really nice. Having a skip to next text box would be great too, i like exploring all the options to see her cute reactions and its a bit annoying having to wait every time.

LadyAliceR18

If you encounter another crash, please DM me the Player.log as it may help me find the cause of the crash. If you see a crash folder, send me the files in there as well. Find Player.log here: %USERPROFILE%\AppData\LocalLow\LadyAlice\LethalFantasy\Player.log Do note that the log may contain folder directories paths, so I may see your pc name.

RDA

Found a tiny bug with the high heels at around ~4000m: -If the player is on low ground, caused by Akipo steps or map generated, and the player gets stepped on the player clips through the shoe taking no damage. Going to higher or elevated ground fixes the bug;

LadyAliceR18

Thanks for the comments. Most of your comments people have already reported, but i appreciate it nonetheless. It lets me know the consistent issues. The enchantment bug is a new one. I wish I could more information on how that happened since it seems rare.

LadyAliceR18

Thanks for the comments. Unfortunately, I won't be switching back to the old system, but I'd probably add a "choose-your-exact-enchantment" setting at some point. That said, what part do you believe is too slow? Are you immediately seeking to grab enchantments and upgrade your stats once the level starts?

Bread Boy

Yes. I usually max out all the buffs first before taking my time to play with her, as it allows me to appreciate her actions more safely. Maybe I’m being a bit too impatient, but having the option to target specific upgrades would definitely save some time. It’s just that compared to the original method of simply pressing Tab to upgrade, the current process of boosting attributes feels way too time-consuming. So far, the gameplay loop I’ve been exploring is: start by entering a shrink house to obtain red crystals, find the blacksmith to synthesize a map, collect blue crystals from the ground to upgrade the map and reveal ability-boosting locations, and then enter the long and tedious phase of repeatedly rolling and selecting buffs (sometimes having to watch the magic cauldron stir over twenty times is truly painful). Also, I’m not sure if this is a bug, but sometimes after using the teleporter a few times, when the charge bar is full, throwing it no longer triggers the teleportation effect.

Geledi

I DMed you my latest crash log. Also, it's probably part of your dialogue rewrites already, but I would just make sure to remember that Akipo's dialogue describing what the crucibles look like is updated so they reflect their new models.

NickNamelessMan

the amount of work you put into this gamer is very refreshing and great to see! dont burn yourself out trying to push these updates though, i cant speak for everyone but it would be nice to see you not work yourself to the bone to meet deadlines. theres a quote about a candle burning on both ends burns twice as hot, but diminishes twice as fast. We the community, love the work youre putting in, and are very grateful for what youre giving us. Sorry this wasnt more comments about bugs but most of the bugs ive personally discovered have already been reported or discussed at some lengths. Work at the pace youre comfortable with, even if that means slowing down a bit for your own personal health, im sure youre community would understand. Much love and happy new years to everyone!

Eugen

Amazing work with this uppdate, i love the new stuff you have added and it feels quite refreshing to play, also i hope ya dont overwork yourself for our sake. anyway on to the bugs i have found that i dont think are writen in the comments. 1. it seems if you press E while already in the anvil menu you become stuck and unable to do anything except looking around. 2. sometimes when using the cauldron you can get more than two items which makes them spawn in the same two places making it hard to get the enchantment you want. 3. the invulnerability potion only prevents the initial damage from being stepped on but not the constant damage you get if you keep being under it (not sure if a bug or not). also on to a question, when you get to the current max height she says that it is as tall she will get for now, does this mean that you will increase the height limit in some future uppdate or is this the max height for the foreseeable future? is there some kind of max limit of how many blue crystals spawn during a level or is it that im just bad at finding them late game? will you implement some way of detecting blue gems either like the tanukis or on the map? also would it be possible to make it that you can "break" a red gem into several blue ones at an anvil? (game ideas can be ignored). would be intressting if you added a system where we could make our own enchantment (like from the cauldron). would be nice if there was a modifier that made it so once she grows to big for the village she would send you flying if her foot landed close enough, this area would grow bigger the larger she got, essentially making it harder or more annoying to complete the ojective the longer the game went on. thank you for this awesome game and i hope you have a good 2026.

Bread Boy

pls ignore the teleporter bug

LadyAliceR18

For the final minigame bug, by chance were you using the high heels? We just found out that I didn't setup the high heels correctly, so her foot colliders and her foot targeting would be offset by a few degrees. This small error became a huge error at huge sizes.

LadyAliceR18

Thank you for reporting how the anvil bug occurred. That solved it easy for me. I changed how the enchantment orbs fly around so they are easier to grab. The max height question, it's just dialogue to say that she reached her max size. Blue crystals, they typically spawn from her footsteps. Breaking a red crystals into blue crystals may exist in the future, but not for the public update. I don't mind adding a setting for you to choose your own enchantment, but I'll only add it to the public update if I have time.

Delron

I had a few more run, no further bugs to report beside the ones that’s been reported already. However some questions to ask. Will there be changes to the hotbar, like having the options to chose 1,2,3,4 instead of scrolling through? Also I think it’d be nice to have the map as something you can toggle on and off, it’s would feel better in my opinion. Then again I understand how it’s held in hand and that adds a bit of extra difficulty. But it’d be nice to have the artifacts fixed to a hotkey. I think it’d could improve general gameplay experience. Will there be changes to such?

LadyAliceR18

1,2,3,4 should work for the hotbar. It won't work for number pad, but it should work for the numbers above the letters.

SchnitzelFTW

A nice QoL change would be making the items in your hand smaller and maybe a bit more to the side. Potions for example block a lot of your view when held.

Delron

Found an additional bug, if you have double jump while in a shrink house, and the roof is broken, you can jump out and remain shrunken. However she’ll fixate on crushing you instead of the house. So it won’t stay like that. Though ngl, it could be a nice additional challenge to complete the map being shrunk like that :’D

WyattMeyer

Small quality of life change for small food: Since now there's a lot more reason to hold food in your hands due to shrines, there should be a way to pick up small food directly into your hands instead of into the bag. I've seen some games like Skyrim have "Hold E to equip", so tapping goes to the bag and holding goes to the hand.

Anon30000

This might be a dumb thing to ask but how do the seeds work? Are the levels procedural?

LadyAliceR18

Levels are procedural, but the map elements are chosen from a selection of presets. The seed determines the random order in which the map elements are chosen: from the tiles selected, to the houses selected, to the contents inside, etc. The same seed will generate the same initial level always.

LadyAliceR18

I have thought of that, but the current way that item interaction is coded makes it a challenge atm. I do apologize about that

Caff

Hi! first of all, I really like the update. Second, could we add a sort of awareness mechanic? Something like she initially tries to avoid you, but as she grows larger, she loses sight of your position, increasing the chance of accidentally getting trampled? Clearly after a certain size she can't see you anymore

Geledi

for V2 seed 156748089 dusk v3 > Tanuki no longer explode on crucible deposit The change you did to this seems to make it so this is guaranteed to happen instead as soon as you press E. Ow. The stats bar on shrines have this effect where it appears they start filled from 100% and then decrease downward to the value of the items you donated. It's distracting but not a gamebreaking bug. Tanuki donated to shrines explode once the shrine completes its ritual animation. They do in fact properly reset when picked up again, though. Two bugs that appear to be related: - On rare occassions when picking up items, the bubble with their name on it will appear directly under our hand while we're holding it. - Sometimes items that are picked up with this bubble will disappear, but after a while they change into a different item instead (possibly from a respawning building?) https://drive.proton.me/urls/H1X4W52BWW#BLLQU8YBXs6n This was originally a piece of cheese I picked up, but it disappear from my inventory while I was holding it (Akipo stepped on it when I threw it thinking it may have been a tanuki). I switched to another item in my inventory, but after a while a tanuki pear appeared instead and I saw that it was in my backpack as well. It did in fact work as intended. Akipo does her initial behavior and dialogue for the final minigame again if you complete a shrine after her food meter is completed. This can happen multiple times.

LadyAliceR18

Can you DM me your Player.log again? The item bug you are having is something I've been looking to find for a while. Find Player.log here: %USERPROFILE%\AppData\LocalLow\LadyAlice\LethalFantasy\Player.log

LadyAliceR18

Although log didn't help unfortunately, I potentially found the issue. Items are supposed to return to a queue when they are destroyed. The potential issue is that I don't do any checking if the item was already destroyed. Considering that most destruction is delayed, in very rare instances, it's possible that two destruction calls are made at nearly the same time and the same item is targeted for destruction. The destruction call returns the item to the queue twice, which would really break item behaviour. Since you described an item disappearing/reappearing in your inventory, this queue bug could have caused that bug. The other issues you described we have fixed. We will push a small update in a few hours. I won't make a patreon post about it.

LadyAliceR18

Long ago the gts didn't have player tracking, but it made it really easy to avoid her. She has player tracking so her attacks are actually dangerous even at "small" sizes. We disabled player tracking for extremely large sizes because it was too brutal, you would always die. That said, if it was an toggleable option, then no one could complain. We'll look into it.

LadyAliceR18

Not sure if y'all see my comments in your notifications, emails or whatnot. I updated for v3 which I hope fixes the last major bugs. I'll see y'all again in a week.

LadyAliceR18

For this comment - Destroyed houses with triangular roofs sometimes have a delay in the roofs dropping down to earth with the rest of the debris. I'll see if I can grab a screenshot the next time I see this. What I believe is happening is that only a set of amount of destruction physics (3 I think currently) can be activated every frame. This helps with performance, but it does mean that destruction can be visually delayed. I haven't fine tuned the number yet.

Geledi

That makes sense. I haven't managed to see it happen again since I commented about it, so I'm assuming that it's a rare occurrence and/or the seeds I have been playing with for these builds don't have very dense housing layouts.

Bread Boy

>Finally, I test out the bug. She starts at 90 meters. Once she surpasses 700 meters, she won’t collect growth energy from destroying objects or glow purple after respawning. Also, her height reduction doesn’t seem to reset properly. > The Perpetual Daylight map is a nice addition—finally no more navigating in the dark! The new magic book destroys statues, but has no effect on her (could this be implemented later?).

Catty

I see the v2 post in my email but not v3 yet and i dont see any notifications on patreon about it. Not sure if there is a setting to get post updates or something, i only see options for email notifs.

LadyAliceR18

Can you explain more about this growth bug? This is a new one

LadyAliceR18

Pushed a hotfix update for v3 for a death bug

LadyAliceR18

Can you DM me your Player.log? It may have caught the error message

Geledi

Wrong thread? It sounds like we're describing two different bugs. Akipo in my screenshots had her stats set to default except with height reduction set to zero.

Bread Boy

> I actually reported this bug a long time ago, but I never figured out how to trigger it. Since it came up again in this update, I spent a lot of time testing it specifically. > Prerequisites: > After playing several rounds, I set the initial height to 90m, maxed out the destruction accumulation, and set the height reduction on respawn to 180m. Everything else was left at default. > Once in the game, I waited for her to grow slowly. I tried dying and respawning before she reached 700m, and the bug did not occur. However, after she exceeded 700m, the bug was triggered After respawning, she was around 400m tall. From what I observed, her energy bar no longer accumulated from destruction , and she also stopped emitting purple light. > I then reset her initial height to 1400m. Dying and respawning immediately at that height did not trigger the bug—I haven’t yet tested whether letting her grow once at this height would trigger it. > It’s possible that dying too many times caused an abnormality in the height reduction on respawn. Personally, I suspect it might be related to a threshold around 800m?

Bread Boy

Sorry for that. I didn't notice I reply under your post

LadyAliceR18

I need a few more days to release the public update. It's almost done, dialogue is rough! As an apology, here's a sneak peak of the Twin's emotions being worked on. We were able to solve the development issues we had with them. https://imgur.com/a/YDzk5JG

Catty

All good! do you mind sharing a bit about the issues? Unless its a spoiler or something im curious about the potential problems you could have with that process.

LadyAliceR18

We can't go into specifics for the twins, but I can share the biggest recent problems we had that's somewhat related. It was the facial expressions. The anger shadows, blushing, etc. !!! Minor nerd talk warning !!! Perhaps you noticed with the v1 test, but Akipo wasn't allowed to blink or move her mouth during her max embarrassed expression. The way we initially designed the expressions didn't allow blinking and mouth movements for the special expressions like anger and blushing. It took some time but we found a much better, smarter solution, which is why Akipo can blink now for those special expressions. It also allows us to add more iris designs. It's not currently being used, but she does have an empty stare iris in the texture file. We added this new expression system to twins, which you can see us testing in the sneak peak above. The shadow anger effect is actually just a sphere over her eyes, which is why you can see it clip with her hair. In game, the clipping doesn't happen due to shader magic.

Catty

Thank you for explaining! Another question If you dont mind getting a little more technical, I assume you guys are using mostly shape keys and maybe some bone drivers for the expressions. Im guessing that it got messy and too rigid with all the complex expressions so you added code for more precise control over different aspects of her face. Then you added ways to alter the textures of her face and used shaders for expression effects. Is that around what is going on? If there is something else please let me know, if it isn't too lengthy to explain that is.

Delron

Love the new sound effect when getting crushed.

LadyAliceR18

You're mostly right. We don't use bones drivers for expressions, we only use shape keys and shader tricks. Shape keys are what you expect. Our system transitions between shape keys to switch expressions, to blink, to create the mouth movement. That system broke with the new special expressions (anger, embarrassed). Blinking and mouth movements looked awful with those new expressions. The initial solution was to add different blinking and mouth shape keys so those special expressions could have eye/mouth movement, which is a terrible longterm idea. And it didn't even work/look good. Ultimately we changed the special expression effects to not use shape keys. I realized that I could create an anger shadow effect with just a sphere and a stencil shader. A 5 minute solution for a problem we spent hours trying to solve lol. We solved blushing by overlaying a blush texture onto the face. It does mean that the blush could stretch, which I thought would be distracting. In practice, not really and I kinda worried for nothing. The other expression stuff like tears and anger symbols are just shape keys. Since they are independent to the face mesh and to each other, they are allowed to be shape keys.

Catty

I really appreciate your explanations, thank you! glad you were able to solve this with these clever solutions, the more i look into them the more powerful i find shaders to be. This saying seems to be true often, "the easiest solutions tend to be the best", the hard part is realizing when to use them. Its very cool seeing how some of this stuff works behind the scenes. Ill keep these things in mind.

Cyrus 1510

For some reason, when I'm forging a divine weapon, I get stuck and can't move. The movement keys are unresponsive. Even after I break free from the stuck state, I still can't move. 🤔🤔🥹🥹

LadyAliceR18

Were you playing the V1 test version? V2 and over should no longer have the bug

Cyrus 1510

ops, i forgot it, maybe is the v1 verison🤔, but let me check when downloand v2 or over version thank you🙏🙏 Anyway you game is the best, keep it up 💯🫰

WyattMeyer

V3 Shrink House Bug(s): I'm pretty sure magical landmines can spawn beneath shrink houses. I was running through a shrink house when Akipo was nearby and it randomly played the whoosh noise and blew up the shrink house at around the same time she was supposed to break open the roof. Somehow the shrink house was destroyed, but I didn't unshrink. Akipo eventually got mad at me for being slow and crushed me. Edit: The hand revive shrink house dialogue has a typo as well: "Dropping you into the vilalge" -> "Dropping you into the village"

LadyAliceR18

My friend caught the village typo. It existed for a while which is wild. Landmines can be triggered by items, which may have been the cause. Eitherway, I checked the code and I fail to see how it can happen. You mentioned that she was walking towards your house, which means that she entered her attack house behaviour (I'm assuming she wasn't doing anything else). The shrink house is marked to be indestructible during that attack house behaviour, and only that behaviour is able to reenable destruction. The only way that the destruction could be reenabled during that state is if the shrink event ended early. The event only ends when the building is destroyed (building should be indestructible) or if the player escapes (which sounds like you didn't). None of these applies, so I'm very confused to how that bug happened.

WyattMeyer

On the shrink house not getting destroyed, I have two theories: 1) The level modifier for landmines teleporting the player when damaging them isn't disabled when inside a shrink house. I did have that modifier enabled, so it could be possible that I just got TP'd out without breaking the house or ending the minigame. 2) If the teleporting modifier is disabled during the shrink house, maybe it's possble that the knockback was just so great that it launched me overtop of the walls and the screenshake made me think the house blew up.