Backpack Hero

Backpack Hero

Farland's Dwelling
 This topic has been pinned, so it's probably important
QuackAndCheese  [developer] 23 Aug, 2023 @ 2:54pm
Bug Reports
Report any bugs you find with the mod/items here! Please make sure the mod is fully up-to-date before reporting a bug. To check if it is up-to-date, check the "Change Notes" at the top of the Steam Workshop page and compare it to the version displayed in the in-game mod menu. If the mod hasn't updated for some reason, unsubscribe and resubscribe to the mod. Then, press Ctrl+D while in the run with a bugged item and click "Reload + Respawn" and test to see if the bug persists.
Last edited by QuackAndCheese; 26 Aug, 2023 @ 8:59am
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Showing 1-15 of 30 comments
Siege Rhino 4 Sep, 2023 @ 4:23pm 
Balloon sword doesn't remove floating when discarded from a pet
Raven 9 Sep, 2023 @ 6:37pm 
Here's a short list of ones I've had happen to me.

- Crystal Ball has completely bricked my magic run; once I connected it, all mana stopped flowing correctly. None of the "When mana flows through this..." items were correctly triggering anymore, despite having a network properly set up. Disconnecting the Crystal Ball did not fix the issue; it had permanently bricked the network, to the point where reorganizing my inventory to restore the network to its original setup and throwing away the Crystal Ball did not fix it.

- Spectre Helm appears to not work at all. I might be missing something, but it appears to have a broken interaction with being Ghostly; since it doesn't register its own position, it doesn't count itself as being "in the top row", disabling the item and preventing it from doing anything.

- Living Pebble fails to gain any benefit from Brick Plate; this is a problem that I think is happening to a fair few items that don't have an inherent activation or the property another item is giving them (for example, Living Pebble gaining a +Block property). There's other interactions/nonbos like this; this is just the one I was able to easily reproduce.
LightPunch  [developer] 23 Sep, 2023 @ 5:25am 
Yo I just want to mention we are deleting resolved bug reports/bugs we get confirmation on are base game related! We do this each update so that it's easier to see if an issue is known off for the latest version or not. We fully appreciate each and every report we get, you help make this project that much better!!!:auyay:
That festive jerk 29 Sep, 2023 @ 2:19pm 
The Slice and Dice weapon has a habit of getting stuck on 0 uses and being unable to be refreshed.
Drat_Base 1 Oct, 2023 @ 7:45am 
shaman wand seems to just remove rage rather than remove poison and to rage
Exasperation 1 Oct, 2023 @ 12:08pm 
The Yumi gives arrows that it looks at permanent piercing.
LightPunch  [developer] 1 Oct, 2023 @ 1:08pm 
Originally posted by Exasperation:
The Yumi gives arrows that it looks at permanent piercing.
That's a base game limitation, hence why the Yumi has an effect on other bows too
Iron maiden and barbell create an a catastrophic endless loop since it is a per turn effect and causes you to lose health. Hilarious but ends the run the second you start a battle. Probably could be fixed by adding a "disabled for 1 turn" effect on iron maiden.

Great mod btw!
Sir Jeff 23 7 Oct, 2023 @ 5:28am 
Knave Cleaver's description states "Trigger Text could not be Generated. Please add a Description Manually"
Matakor 16 Oct, 2023 @ 12:21am 
The weapon [Long Arrow] has an energy cost of 0 and can be directly used, making it an one-turn kill everything weapon. Probably not intended :v
Satan 4 Nov, 2023 @ 3:12pm 
The Slime Bow doesn't appear to be working as intended. The 'Adjacent arrows are used' effect never seems to trigger or do anything.
Caricifus 6 Nov, 2023 @ 6:54am 
Originally posted by Raven:
- Living Pebble fails to gain any benefit from Brick Plate; this is a problem that I think is happening to a fair few items that don't have an inherent activation or the property another item is giving them (for example, Living Pebble gaining a +Block property). There's other interactions/nonbos like this; this is just the one I was able to easily reproduce.

I can confirm the same issue for me. I have what I thought would be a fun structure based thing going, with 4 Parapets arranged on top of 9 Living Pebbles, 1 Living Brick, and 2 Living Plinths. It seems to maybe only partially trigger? Ostensibly I should be getting (with my arrangement) 16 block right out the gate from this arrangement. (I also have a bronze breastplate for +2 more). But the first turn of each combat I am seeing a grand total of 11 block appear.

I also have 2 haste being applied through reforging on 1 of the plinths and that is clearly not being taken into account at all (perhaps I need to arrange things differently but it stings if haste isn't applied first before the block is calculated). Maybe this is by design but it still feels wrong, like I'm not being rewarded at all for my expenses to make my system better until after the 1st turn - also the parapets seem extra worthless if they don't receive the haste bonus to make an impact on the first turn using the haste.

This is killing what I thought would be a really fun endless run to see how mighty I can get my system.

I do love the modpack though. Thanks so much for adding so many cool things! Thank you extra for your efforts to maintain it!

Link to picture of my setup after starting combat: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3074416727

***Also I noted that the parapets aren't dealing any damage. I haven't done the math on later turns to see what happens, but as you can see the units only took 37 damage which completely accounts for the expected damage from the living objects when there should be an additional 2 more damage from the parapets being affected.

****Also I don't see a version number posted in the change notes like the top of the bug reports requests so I cannot confirm the version of my mod vs the version that is most recently uploaded. I probably have the right version, but I cannot confirm it.

*****Final Final Edit: I can also confirm that several items have text that isn't coming through correctly, or the images aren't coming through correctly. Lil Ghosty comes to mind for one that has question marks for its image. The legendary slippers have trigger description text errors to list a couple.

******Did an uninstall and reinstall of the mod + restart of the game, interactions remain the same.
Last edited by Caricifus; 6 Nov, 2023 @ 10:10am
LightPunch  [developer] 6 Nov, 2023 @ 1:24pm 
Originally posted by Caricifus:
Originally posted by Raven:
- Living Pebble fails to gain any benefit from Brick Plate; this is a problem that I think is happening to a fair few items that don't have an inherent activation or the property another item is giving them (for example, Living Pebble gaining a +Block property). There's other interactions/nonbos like this; this is just the one I was able to easily reproduce.

I can confirm the same issue for me. I have what I thought would be a fun structure based thing going, with 4 Parapets arranged on top of 9 Living Pebbles, 1 Living Brick, and 2 Living Plinths. It seems to maybe only partially trigger? Ostensibly I should be getting (with my arrangement) 16 block right out the gate from this arrangement. (I also have a bronze breastplate for +2 more). But the first turn of each combat I am seeing a grand total of 11 block appear.

I also have 2 haste being applied through reforging on 1 of the plinths and that is clearly not being taken into account at all (perhaps I need to arrange things differently but it stings if haste isn't applied first before the block is calculated). Maybe this is by design but it still feels wrong, like I'm not being rewarded at all for my expenses to make my system better until after the 1st turn - also the parapets seem extra worthless if they don't receive the haste bonus to make an impact on the first turn using the haste.

This is killing what I thought would be a really fun endless run to see how mighty I can get my system.

I do love the modpack though. Thanks so much for adding so many cool things! Thank you extra for your efforts to maintain it!

Link to picture of my setup after starting combat: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3074416727

***Also I noted that the parapets aren't dealing any damage. I haven't done the math on later turns to see what happens, but as you can see the units only took 37 damage which completely accounts for the expected damage from the living objects when there should be an additional 2 more damage from the parapets being affected.

****Also I don't see a version number posted in the change notes like the top of the bug reports requests so I cannot confirm the version of my mod vs the version that is most recently uploaded. I probably have the right version, but I cannot confirm it.

*****Final Final Edit: I can also confirm that several items have text that isn't coming through correctly, or the images aren't coming through correctly. Lil Ghosty comes to mind for one that has question marks for its image. The legendary slippers have trigger description text errors to list a couple.

******Did an uninstall and reinstall of the mod + restart of the game, interactions remain the same.

Not much can be done about things not having innate effects, base game defaults them the buff to an On Use trigger which is useless. For consitency sake we left out "deals 0 damage" or "gains 0 block" and similar effects out of our structures since base game doesn't do that and it feels wrong to call ourselves a seemingless addition when they'd stand out and promote using FD structures with FD structures over mixing in any base game ones. Funnily enough for a long time with unofficial tools it used to work differently where the intended "Each turn" would be applied instead but we got no idea what changed when for it to not be the case anymore, lol. For now we decided to leave it for when we can edit base game items and if that doesn't suffice, for when the Java API gets introduced. We patched a ton of missing text and textures this friday's update... that I have no published and delayed till next friday due to uni getting in the way, c'est la vie. Thanks a ton for the thourough report tho!
Caricifus 7 Nov, 2023 @ 5:42pm 
Oh, ok. Sounds like this is an issue that is on the "To Do When..." pile. Thanks so much for the update!

I mean, you make a super fun mod, you get a super thorough report back on it!

On a different run I noticed that Loan Sharks, when destroying them without paying for them, note that it will cost 10 gold and 10 life. Something is off there as what I am seeing is actually 10 gold and 1/2 your current life total.I haven't had an instance where I was damaged so I can't report back if it is half the current total or half the max health. But I was noticing big swings in HP and got confused.
Drackmore 20 Nov, 2023 @ 1:24pm 
Several broken items that do not function as should. Forgive me if I get some names wrong, I didn't think to write them down at the time

Charged Mace uses X amount of energy. Where X is your current amount and deals increased damage based on the energy consumed. It consumes all energy without providing additional damage

Comet/shooting star. Supposed to deal 10 with a Use Every Turn line. However the weapon itself can be used infinitely in a turn as it has a zero energy cost.

Loan Shark can be cheesed with the Ginger relic. By moving an accessory (or a second loan shark) adjacent to the first it will be dislodged and it will trigger a second payout of the 20 gold. This can be abused quite hard with the accessory that allows you to spawn a Load Shark every turn allowing you to amass a significant amount of gold in a single fight with each loan shark producing a total of 40 gold each time.

Blood Stone- Is a cursed gem, it shows it gives +4 damage to adjacent weapons but does not list that it deals 4 damage per attack back to the player.

Diamond Shard- red error stating Error: Description for modifier could not be generated. And gives no indication what the bonus is.

Horror Hook does not properly show its rotational facing in the tooltip. Instead of saying Above, Below, Left, or Right based on the way its rotated it just says [Rotational]

Tartiana- Alt Use gives weapon +3 burn for a turn. Alt use and dragging does not function. Consuming the cherry by clicking it uses one charge and doesn't do anything.
Last edited by Drackmore; 25 Nov, 2023 @ 10:51am
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