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Fallen Priestess Patch Version1.0.7

🕑 Added 2025-11-29 14:54:23 +0000 UTC
Fallen Priestess Patch Version1.0.7

Comments

LiuhunAZ

真的很感謝您的支持... 真的有很多bug只有測試基數上來後才被發現呢, 我們也都儘快修復了,希望能為還沒玩遊戲的玩家帶來更流暢的遊戲體驗吧

Jewel Hsu

總之,BBQ與團隊們辛苦了! 或許是我見過更多惱人的BUG,又或者是我對這類事情的耐受性較高(?) 老實說我打從1.00入手後還沒遇到什麼會讓我有『嗯...先放置一陣子等修正吧』的問題 又或者說這些問題其實都在嚴重影響遊戲體驗前被其他先驅(?)提報、然後團隊迅速修正了 講到這不得不再向各位說聲辛苦了、你們已經很迅速且盡力了 關於BUG這東西,雖然以『商品』的定位以及消費者的立場來說絕對是越少越好甚至巴不得是0 但以現實總是骨感的呢....在製作者的視角來看總是會有盲點 就好比產品工程師做出了樣品,但正因為是設計者熟知該樣品,所以在穩定性測試時多半無法無意識的做出錯誤操作,直到商品化、撒到消費者端後才是真正的挑戰一樣 能在場品上市前就把問題悉數抓出多半還是得靠人力資源or大量時間 而這也是大團隊跟小團隊的資源差 嗯、先把BUG的事擺一邊 這次的妹神官在角色恕塑造以及NTR心境的部分我個人覺得與Nebel相比又更細膩了,這也讓我就像玩完Nebel時一樣、內心充滿期待的等著貴團隊下一部作品的消息!你們真的很棒!! 最近聽說流感大發生,大家都要好好注意健康,別為了修BUG過度勞累破壞作息了 年紀越大越發覺得穩定的生理時鐘很重要了呢... 文長失禮了!

LiuhunAZ

Thanks for the suggestion. It's a valid point. The main issue is that we're using RPG Maker, which is a very basic engine. Unlike Unity or Unreal, it lacks robust, built-in error-checking. It won't warn us about bugs before deployment; they only appear during active playtesting. Because of this engine limitation, automated testing isn't a feasible option here. The responsibility falls entirely on manual testing. Thanks again for the input.

AnythingForYouMyDear

Bugs are bound to happen even in the best engineering teams. You can improve bug detection by having automated testing or simply having more players before launch. I would lean toward automated testing, but it'll be extremely challenging if you have no experience doing it.


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