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Progress Report

Version 0.32's on-going bug list.

General
- Fixed a dialog issue with Mayor Uppi of Shiverton
- Changed a "Defense Up" to "Skill Up" in Piney Canyon
- Fixed Magicite. It was giving Magic and Resistance when it shouldn't.
- Fixed all cracked wall tiles in Raven Tower.

Item Changes
- Buffed Cloak of Evasion (5% -> 15%)
- Buffed Cloak of Shadows (8% -> 25%)
- Buffed Mask of Precision (2% -> 3%)
- Buffed Ninja Slippers (8% Evade -> 15% Evade, 3% Crit -> 10% Crit)

Trait Changes
- Buffed Healing Adept (10% -> 15%)
- Buffed Healing Mastery (15% -> 25%)
- Buffed Nimble (3% -> 8%)
- Buffed Determined (3% -> 5%)
- Buffed Ready (2% -> 5%)
- Buffed Acrobatic (5% -> 12%)
- Buffed Tenacious (5% -> 8%)
- Buffed Prepared (3% -> 8%)
- Buffed Martial Artist (Cnt Rate 5% -> 8%)
- Buffed Magician (Evade 7% -> 15%)
- Buffed Ninja (Evade 7% -> 15%)
- Buffed Range (Critical 7% -> 15%)
- Buffed Illusionist (7% -> 15%, 5% -> 20%)

Progress Report

Version 0.31 is up

Version 0.31 Patch Notes:
- Fixed a bug where dual wielders were able to attack twice in one action.
- Modified animations for techs: Vicious Strike, Skullcrusher, Basher, and Leecher
- Fixed some dialog issues
- Fixed Emerald Ring not giving +20% Lightning Resist
- Fixed Chiho and Emily's (in hospital bed) tile size.
- Fixed many issues with the new "separate from party" events.

Progress Report

Version 0.30 is out

Version 0.30 patch notes:
- Finished the 3rd "everyone leave party for a while" event. Still need to be tested
- Fixed a bug where Tomas and Emily doesn't start with the appropriate weapon and spell trait.
- By default, Tomas should have Spearmanship and Aeromancy
- By default, Emily should have Marksmanship and Restoration
- Unfortunately, I cannot fix this retroactively, so people who have Tomas and Emily in party already will be short 3 skill points each. Sorry :(
- Fixed the "vine" tiles and the chest in Tranquil Falls is now accessible again.
- Fixed Tomas appearing out of nowhere in Asiel Throne Room
- Modified Jester's prize from Stat Ups to Skill Points
- Fixed various small bugs
- Fixed various inconsistent shadows on maps
- Cost to learn Trait "Precise" changed from 5 to 3.
- Fixed Mana Break animation
- Fixed "Tough" trait (+20 HP) bug (wasn't giving the stat increase)
- Fixed "Knowledgeable" trait (+3 MP) bug (wasn't giving the stat increase)
- Fixed "Accurate" and "Nimble" trait bug (was giving too much stat increase)
- Fixed characters starting with ability to learn spells that they shouldn't be able to learn
- Fixed "Geomancy" trait. It should now allow characters to equip Earth Spell books after getting that trait.

Progress Report

Version 0.29 is up

I wanted to finish working on the events where party members temporarily leave, but the bug where Emily is missing tier 2 spell traits warranted this quick update.

Version 0.29 patch notes:
- Added two events where party will leave to do their own thing. This is mainly to add some dialog between the main character and the supporting cast. Have not been thoroughly tested. Will add one more in the next update.
- Fixed Emily's tier 2 spell traits (Adept-level skills should be there now)
- Fixed Vexus appearing randomly in Humble Forest
- Fixed "vine" tiles from being a tile that you can move onto.
- Fixed various dialog mistakes

Progress Report

Version 0.28 is up

Update: I re-uploaded Version 0.28, and I did a test download. Extraction should work now. Sorry for the inconvenience.

Version 0.28 Patch Notes:
- Went through all existing dialog to make them more coherent
- Added/Changed several main quest dialog to include dialogs from other party members

Next Up:
- Add some events where the party disassembles, and the main character can find and talk to them.
- Play through the game again to mainly troubleshoot Trait system and dialog changes.

Progress Report

Progress Report

Been working through every single dialog in the game. It's a very time consuming process, but hopefully I've made noticeable changes in the dialog so that it's not as terrible as before.

Next, I'm going to add more instances where the other party members will get a chance to talk. Once I'm finished with that, I'll upload a new version, and then I will test the game from start to finish once more to fix any bugs with the Trait system I implemented in version 0.27.

Progress Report

Version 0.27 is up

Version 0.27 Patch Notes:
- Changed the set of basic elemental tech to elemental imbue spells.
- Fixed bug where Vexus show up in Humble Forest (I think...)
- Fixed hidden boss problem. Was testing the event against slimes, forgot to change it back.
- Modified character's list of usable weapons
- Characters are no longer capable of learning all spells.
- Heavily modified "Tech" abilities. "Tech" abilities no longer cause characters to take longer to recover
- Heavily modified Weapons. They no longer give "Tech". "Tech" is now obtained through Traits system
- Modified Weapon and Armor description to include Power and Defense rating.
- Reduced all characters' base Hit Rate from 95% to 90%
- Reduced all characters' base Crit Rate from 6%to 3%
- Increased all characters' base Evade Rate from % to 5%
- Reduced basic stats for all characters.
- Implemented "Traits" system. Elder Boldie will provide a brief explanation on this system when you first learn to use magic.
- All "Power Up", "Magic Up", "Defense Up", and "Resist Up" found in the wild are replaced with "Skill Up".
- Description now reflects the weapons and magic you can use based on the traits learned.

** Trait system is compatible with older versions of my game; however, there are a few things that won't seem right. If you load an older save, you will see:
- No characters have learned any weapon skills (although they can use they're respective weapons, they can't learn any tech until they learn the weapon via Trait menu)
- No character have learned any magic skills
- You keep all the magic spells you have learned already
- You keep the "Stat" Up items that you have already found
- If you already obtained "weapon" scrolls, you can use those tech by equipping the scrolls, but if you find these scrolls in version 0.27+, you need to learn the tech via Trait menu

Still to come:
- Polish all existing dialog
- Add more dialog for supporting cast of characters
- Add events where the party members disband. I really love this idea, and it's not hard to execute. I just need to find some good cues for this to happen

Future Patch:
- Consider ways to modify "save station". After some though, I can't allow players to save anywhere they want. The reason is that I've encountered some weird tiling issues when I do that. There are some specific tiles that will cause a glitch if I save and then load the game. Some floor tiles will become impassable. No clue why it occurs, and I haven't been able to fully fix it.

Progress Report

Progress Report

I've decided to implement a "Trait" system, which requires major overhauls on multiple parts of my game. I've spent a good amount of time over Christmas to get a head start on the changes, but I am still about a week away from completing it. I've also put a hold on the dialog fixes, since I think the Trait system will make my game's combat more fun, and it will make leveling characters more exciting. Here's a list of the changes I've made so far:

Version 0.27 Patch Notes:
- Changed the set of basic elemental tech to elemental imbue spells.
- Fixed bug where Vexus show up in Humble Forest (I think...)
- Fixed hidden boss problem. Was testing the event against slimes, forgot to change it back.
- Modified character's list of usable weapons. Each character only starts with one usable weapon type.
- Modified spells into 8 categories - Fire, Ice, Earth, Water, Lightning, Aether Healing, and Time.
- Characters are no longer capable of learning all spells. Most start with one, with the potential to learn up to 3-5 different types.
- Heavily modified "Tech" abilities. "Tech" abilities no longer cause characters to take longer to recover
- Heavily modified Weapons. They no longer give "Tech". "Tech" is now obtained through Traits system
- Modified Weapon and Armor description to include Power and Defense rating.
- Reduced all characters' base Hit Rate from 95% to 90%
- Reduced all characters' base Crit Rate from 6%to 3%
- Increased all characters' base Evade Rate from % to 5%
- Reduced basic stats for all characters.
- Implemented "Traits" system. Elder Boldie will provide a brief explanation on this system when you first learn to use magic. (in progress)

Progress Report

Version 0.26 is up

This is another quick release to address a few potential game-breaking bugs.

Version 0.26 Patch Notes:
- Fixed the infinite loop bug when completing Shiverton - Rescue Maid quest
- Fixed the bug where the wrong character(s) would join you in the final dungeon
- Monsters will now respawn every time the player sleeps (it triggers every time the "Inn" sound effect plays). I ditched the monster bait idea since it was too hard to implement at this stage.
- Changed the normal battle BGM. (It was hard to find one that's a good fit, most of the battle music I found are too dramatic. Hopefully this one works)
- Fixed a bug where Mathis is always recruited even though Moriko should've been recruited.
- Balanced (mostly nerfed) Magic and Resistance stats for all characters
- Gave some late-game monsters 99% Physical and/or Magic resistance to spice things up.
- Gave multiple enemies buff spells.
- Made slight tweaks to bosses, hopefully making them a bit more challenging
- Found that by encrypting the game, many files became missing. This latest version is not encrypted, hopefully resolving the fog issue (plus many other potential graphic issues)

Next Up:
- Polish all existing dialog
- Add more dialog for supporting cast of characters
- Add events where the party members disband. I really love this idea, and it's not hard to execute. I just need to find some good cues for this to happen

Future Patch:
- (Major) Add a "Trait" system. Characters can gain skill points every level to gain traits. Traits are separated into 3 categories - Combat, Magic, Stat. Combat traits include learning to use new weapon type, weapon proficiency. Magic traits include becoming proficient in specific spell types, increase resistance to specific spell types. Stat includes increasing specific stats, increase evasion, increase hit rate, increase status resistance, and increase debuff resistance.
- Consider ways to modify "save station". After some though, I can't allow players to save anywhere they want. The reason is that I've encountered some weird tiling issues when I do that. There are some specific tiles that will cause a glitch if I save and then load the game. Some floor tiles will become impassable. No clue why it occurs, and I haven't been able to fully fix it.
- Consider limiting the number of spells a character can learn. Will also implement a "Forget" action so characters can forget spells they have already learned. This is to address the issue where in late game, the magic menu becomes so cluttered that it's hard to navigate through.

Progress Report

Version 0.25b is up

I wanted to make more changes before releasing another update, but I really want to address the fog issue ASAP. I don't know if the change I implemented will work, so please let me know if the game still crashes in Obal Swamp or Molten Cave.

Version 0.25b Patch Notes:
- Fixed "To Title" option (it was going exiting the game)

Version 0.25a Patch Notes:
- Added "To Title" and "Shutdown Game" options back into the menu (with confirmation)
- Polished the maps by fixing inconsistent tiles and shadows. Also making sure that there are no unintentional paths into the walled areas.
- Attempted to fix "fog" issue. Please let me know if the problem persists

Next Up:
- Polish all existing dialog
- Add more dialog for supporting cast of characters
- Add events where the party members disband. I really love this idea, and it's not hard to execute. I just need to find some good cues for this to happen
- Tweak boss fights to make some of them more unique and fun.
- New battle BGM
- Nerf Darus and Flin's Magic and Resistance stat.
- Modify spell damage formula. Currently, it uses a formula similar to CT, where the damage is calculated using both Magic and Level. I will probably change it to (Magic + (Level / 2)) or something of the sort.
- Give some late-game monsters 99% Physical and/or Magic resistance to spice things up.

Already Finished:
- Fixed the infinite loop bug when completing Shiverton - Rescue Maid quest
- Fixed the bug where the wrong character(s) would join you in the final dungeon
- Monsters will now respawn every time the player sleeps (it triggers every time the "Inn" sound effect plays). I ditched the monster bait idea since it was too hard to implement at this stage.

Future Patch:
- (Major) Add a "Trait" system. Characters can gain skill points every level to gain traits. Traits are separated into 3 categories - Combat, Magic, Stat. Combat traits include learning to use new weapon type, weapon proficiency. Magic traits include becoming proficient in specific spell types, increase resistance to specific spell types. Stat includes increasing specific stats, increase evasion, increase hit rate, increase status resistance, and increase debuff resistance.
- Consider ways to modify "save station". After some though, I can't allow players to save anywhere they want. The reason is that I've encountered some weird tiling issues when I do that. There are some specific tiles that will cause a glitch if I save and then load the game. Some floor tiles will become impassable. No clue why it occurs, and I haven't been able to fully fix it.
- Consider limiting the number of spells a character can learn. Will also implement a "Forget" action so characters can forget spells they have already learned. This is to address the issue where in late game, the magic menu becomes so cluttered that it's hard to navigate through.
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