The Lipomancer's Realm [šŸŽ„UPDATEšŸŽ„ 12/25/2025 V0.6.3]

It seems that even with sufficient funds you are unable to buy any thing from the clothing store, on top of this the thief appears to be bugged with their staring clothes.

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Ah. Whoops.

Alright, found all of the bugs posted here and patched them. You might want to start a new save, because I was unable to un-bug my Exiled Test Save.

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Also, I did encounter some errors. Two involving the witch’s home and one in Vielessen.

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Patched. Thanks for catching that first one.

Edit: Ok so now it’s patched for realsies.

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Cool game, one of the best on the forum imo. I ended up looking at the files to see what was going on, mostly because I wanted to mod it. Here’s a spoilered bug report resulting from that:

I’m pretty sure the WWDW-leftoverdisposal event is unreachable. Both conditions are never true. Maybe have a condition in the LunchRush event that leads to leftover disposal instead of Continue Working?

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Looked at the code, it runs on an or, not an and. So only one of those conditions need to be true for the event to trigger. Therefore, it is possible to see the event, but only if it is picked by the RNG within the allotted window. I could probably make it more likely to appear by pushing it into the array multiple times, though.

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Btw, at the moment do clothes actually do anything outside of flavor text?

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Currently the only piece of clothing that players can currently get that has an effect that does anything is a hat you get from the current Seasonal Event. However, I plan on adding wearables with special effects (curses, enchantments, etc) in the next update. (In fact, that was actually what I was working on just now).

Ah, I probably should have been more specific.

Or/And is irrelevant to why it never shows up - it doesn’t show up because you don’t define $workEL1 or $workEL2 until after the check is run. If you add print($workEL1) or print($workEL2) directly above the check, it will always show up as undefined.

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Oh, well that’s a bug. Those two variables should remain defined for when the passage comes up again. I’ll have to look into why they’d end up losing their definitions, if you’re saying what I think you’re saying, because this is a bigger problem than just that event.The reason the $workEL variables exist is to prevent repetitive events. SO if they aren’t remaining defined, that means there’s nothing to prevent the last two events from being re-triggered repeatedly.

EDIT: So wait, just to be clear: How many times have you tested this in a row? Have you tried <>ing either of the variables after having already run the passage once beforehand? If not, then I do believe the system is working as designed. Because I see nothing that could be causing $WorkEL1 and $WorkEL2 to un-define themselves. ALSO, you’re writing it as $WorkEL1 and $WorkEL2 (not $workEL1 and $workEL2), right? Because I’m 90% sure that variables are case sensitive.

Scripting languages are a pain in everyone’s ass.

That appears to be the problem - the condition for WWDW-leftoverdisposal is checking against the lower case version of the variable, which is never defined. When I fixed that it starts showing up rarely.

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How does one access this seasonal event if you don’t mind.

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You know, you bring up a good point. Thank you for pointing that out, I’ll have it patched in the next update

Gingerbread House.

Any specific conditions or things that need to happen for that? I’ve been trying to get it to trigger.

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Currently it’s got about a 2 in 6 chance of being added to the list of things that you could find in the Gingerbread House, then a 1 in 2 chance of being picked from said list. So you only really have about an 11% chance of it triggering under the current configuration. I might increase the odds if I can push out another update before the New Year.

More bug reports:

If you use the ā€œEat Handfulā€ Option for Red berries, the $numberused amount is never reset and ends up being applied to other consumables, leading to amusing situations like: ā€œYou drink a handful of Essence of Lipomancysā€. EDIT: This also only removes one copy of the item, rather than the number used.

The unique immobility endings in Inns don’t happen - the generic ending immediately takes priority over them.

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Ooooof. Guess I have to speed up the next update. Thanks for pointing out those bugs.

V0.6.3 is out, Merry Chrysler. I’ll have a patch out some time tomorrow, because there were some bugs that I only saw reported after I finished uploading this version. Hopefully they won’t be too game-breaking, since they were already in the previous version.

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Trade offer - You release crimbass content, I give you bug reports.
Spoilers for the new content!

  • Started with commoner, if undefined variables are there for other classes.
  • $quest11.stage is undefined at the start of the game and causes errors when you first enter the Widdling Woodsman, talk to the Innkeeper or attempt to interact with the alchemist ever.
  • $clothespowers only appears to be defined later in the game and causes errors when you do something that would trigger it.
  • This is probably related to a mismatch between references to $clothespower and $clothespowers
  • $identifieditems is not defined, which causes issues with your attempt to hide the Sundress’s actual name.
  • Your Wearables inventory check for the Enchanted Sundress is followed by two brackets )) rather than one.
  • Your Misc items inventory check for the Package for the Alchemist has If rather than if
  • You forgot to include the switch statement for your new clothing description block.
  • You’ve got a <<print _is>>'t in the middle of the ā€œtoo looseā€ block - I assume that’s meant to just be isn't
  • You’ve referenced DechWD-Prizeroom1desc multiple times but the actual passage is called Dech-WD-Prizeroom1desc
  • <<include DechWD-Chamber1">> - you’ve accidentally included a quotation mark when returning to the puzzle room after the getting the sundress.
  • You’ve set the condition to obtain the sundress to be if ndef $cursedsundress, which always evaluates to false because $cursedsundress is where you define the stats - you probably want something like if not ($inventory.includes("Sundress of Digestion")).
  • There’s some extra <</if>> stuff going on in the equip-wearable passage. Error: child tag <</if>> was found outside of a call to its parent macro <<if>> is a very unhelpful stack trace,

Probably more that I haven’t got to yet.

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