Hail, barbarians. It is time for a fresh update!
This update for September 12th sees a several fixes and improvements, including eliminating some softlocking issues in certain rooms. Also included are some scenario/room, enemy, and puzzle rebalances.
Crashes and Game Breaking Bugs
- Fixed a softlock issue in lower Ash Sentry where a floor switch/pressure plate could keep you from getting out of the room and resuming the game
- Fixing bad references to objects in scenarios, sequences, and cinematics that could result in a crash
Bugs and Issues
- Fixing issues with enemy objects not calling scripts on death when they should (certain events therefore not happening when they should)
- Made many Tribute Pieces “persistent” that were not (after collecting, you could reload the screen and get them again)
- Started doing the same for certain items that weren’t also saving their “opened”/looted status (corpses/skeletons, chests, other pickups, etc.)
- Fixing errors/issues with several environmental objects not getting their correct image numbers and choosing a random image in their sprite
- Fixing issues with corpses (like skeletons) that you can loot, not passing persistent scripts to items they spawn, so you could hit/destroy a corpse which would drop an item, but if you didn’t pick up the item, it’s gone forever (this work is ongoing across multiple instances of this)
- Turned debugger off (oops – hope anyone who noticed had fun)
- Finding and filling in more missing tiles across rooms (platforming tiles, foreground dressing tiles, background pieces, etc.)
- Adding missing collision data/objects to certain rooms
- A lot of cleanup on engine level errors and warnings (hopefully results in some optimization)
New Stuff
- Adding a variety of new “persistent events” and triggers
- New items involving the Reforge mechanic
- New treasure to be found in certain rooms and locations
- Good (subjectively) feedback added to Throwing Dirks sticking to wood
Tweaks and Balancing
- Updating some enemy behaviors, stats, and BP gain
- Clingjaws no longer shoot super buggy lazer beams (… for now)
- Updating several rooms insofar as enemies and traps placements
- Extra set dressing to certain rooms
Next up is continuing work on adding new enemies and bosses, as well as finishing up and cleaning up the issues I introduced in the Forge system (dismantling still isn't working).
New weapons and armor are also being animated, and the current zones and dungeons (Gosenian Foothills and its dungeons, the Highland Cliffs and areas that lead into Volunheim) are being refined and finished up.
I'm also going to add a new tab to the "Codex" in te main menu/inventory screen that will track and make available the various tutorial messages you run into while playing.
Hope you all have a good weekend!
Until next time,
-Matt