Version 1.0.1 Patch V: The Error Handling Strikes Back
Heroes of Oakenhaven » Devlog
Edit as of 4:19 PM: The game has been patched again.
Good morning!
After the nastier bugs the earlier patch had to deal with, this one is relatively minor- mostly because you won't see it often. That said, I'd still recommend redownloading as it fixes a potential crash.
As always, the newly patched version replaces the main download, and you can move your save folder over from the previous version.
BUGFIXES:
- A potential crash in the actor selection screen has been fixed. Second Round: Okay, NOW it's been fixed.
- You can now deselect placed Heroes even if you have already placed all six Heroes.
- Second Round: The Guard status should now be shown above units' heads.
Files
Heroes of Oakenhaven - 1.0.1.zip 186 MB
Jul 27, 2023
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Heroes of Oakenhaven
A turn-based tactics game made for the 2023 Cram Jam. Control a band of six characters with randomized flaws!
Status | Released |
Author | DoctorSpacebar |
Genre | Strategy, Role Playing |
Tags | RPG Maker, srpg |
More posts
- Version 1.0.2 Released!Jul 30, 2023
- Version 1.0.1 Patch IV: A New UIJul 25, 2023
- Version 1.0.1 Patch III: Revenge of Your HP BarJul 19, 2023
- Version 1.0.1 Patched Again!Jul 18, 2023
- Version 1.0.1 Patched!Jul 17, 2023
- Version 1.0.1 released!Jul 16, 2023
- Post-Jam Patch patched! (You'll really want to download this)Jul 13, 2023
- Post-Jam Patch released! (You'll probably want to download this)Jul 12, 2023
Comments
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New comment thread because this isn't a bug but just a wish. I wish that the NWJS exe could be made to not overlap in the Windows 10 taskbar with other NWJS games such as the following, so I could save them for easier playing:
https://waldorf.itch.io/respawn-banter
Or
https://waldorf.itch.io/exploit-keeper
Since this game is taking a while for me to grind up enough money to fully kit out my crew. They're not fast (Dextrous) enough to spread out and dodge Devil Knights and Dolls' area of effect attacks before the first turn!
And just noticed something in my grinding. Why do my Hunters express a "!" Speech Bubble Thing before attacking? But that's minor compared to waiting for the enemies to load in one by one...
But might just be my fault for not using items and having 4 Hunters and 2 Guardians, instead of using items, and getting the likely intended party of 1 of every kind.
I'll have to do a playthrough myself and see how the balance is. As it stands, I might have made the enemies too quick- especially Dolls, Dolls should be much slower, particularly by this point in the game. If you're having to do excessive grinding, that's a sign that I really messed up the balance and need to give it another look; I'll work on that tomorrow.
Gear in particular is probably too expensive and I need to give that another look. (And Accessories need to be better- I'll work on that as well!)
EDIT: Started work on that. Enemies will spawn MUCH faster, and you're going to love the new thing Hunter is about to get.
Seems good!
Looking over the available Weapons and Armor, I've been sticking to Axe Guardians the whole while, but maybe I should try a Lance and a Crystal, just make them that bit more (Magically) Defensive...
The Status Bonuses really make each character unique, and I've been treating them generically! Heh.
I hope the Powershield Ring stops Scorch's ATK reduction...
Unfortunately, it doesn't. That said, the Firebane Ring can prevent Scorch entirely, so it's a choice: do you protect yourself from Foul Flies' Debilitate or Devil Knights' Hellfire?
Thanks for the info!
Okay, having the same TypeError "Cannot read property 'slice' of undefined" during the Start Phase of Skirmishing again.
To replicate, confirm a Hero to put down, then back out before picking the spot, and then try to put any Hero down.
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Hmm... Could we get Enemies to have their Statuses flicker above their heads like the Heroes do? I'm bad at remembering which Devil Knights Blocked last turn.
Ah, now I got the error to run. My original fix was right, except I forgot one lousy "return"! I'll have that patched in a bit.
It looks like I accidentally left Block un-shown. I'll do something about that in the next patch as well.