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- #### b080c (02 October 2017)
- * This build will RESET your current progress in the dungeon, but you will keep all your character data: level, JP, skills, equipment collected, etc. Your progress in Riverstone Camp and Riverstone Grove will also be preserved.
- ##### ART/VISUALS
- * Gambler and Hunter top/side animations
- * New artwork for Friendship Forest
- ##### BALANCE
- * Multiple critical damage mods should no longer spawn on one item
- * Newly-hatched monsters now always gain one level compared to the average of their parents’ level
- * It is no longer possible to counter-attack/riposte ranged attacks (you can still PARRY them, or use Two-Finger Catch)
- * Feeding monsters “OK” food now has a comparatively lower benefit than feeding them food they love (but the game now tracks love/hated foods, see Quality of Life section)
- ##### BUGS
- * Fixed lighting/fog of war render issues
- * Fixed boss health bar overlap issues / staying on screen after boss death
- * Fixed Item Dream charmed monsters not working correctly
- * Fixed dagger damage display
- * Restored a number of missing effects and stat bonuses due to b079’s changes to some data structures. This also fixes a number of magic mods not working on loaded items
- * Fixed error where creating new characters in an existing save slot would not port over items from the Bank
- * The low health indicator will now appear if you load a game and your character is at low health
- * Probably fixed issue with Gambler hand that summons mini-Panthox
- * Fixed some logic issues with Foraging magic mod (previously Scavenging) and the Scavenger magic mod…
- * “Fighting Spirit” weapon mastery for Fists should no longer trigger unless you are actually using your fists
- * Fixed damage of Dust in the Wind
- * Changes to the challenge value (rank) of an item when upgraded or modified should now be properly saved/loaded
- * Hopefully, really, actually fixed the bug with the off-center corral monster view
- * When starting New Game+ or rebuilding maps due to save data change, various bugs have been fixed such as your hotbars being cleared
- * Fixed bug with aggro logic that was causing enemies to aggro over and over without attacking
- * Fixed MAJOR line of sight calculation error
- * It is no longer possible to hit Sentry Bots from the 3rd boss fight with the monster mallet
- * “Longshot” and “Deadeye” magic mods now ONLY work with bows
- * Fixed bug with a number of ‘empower attack’ effects, whose damage was sometimes not calculated properly due to multiple attacks overwriting each other’s damage
- ##### ENGINE
- * Refactored how maps are stored, which should give more flexibility for future changes in map design/layouts. This also reduces the total map size by ~50%
- * Wrote code that determines if map save data structure is mismatched; if so, the game will preserve the hero and meta progress while rebuilding the dungeon.
- * More optimizations to core data file size (~30% savings)
- ##### QUALITY OF LIFE
- * As you feed monsters in the corral, Jesse will now track which monsters enjoy which foods
- * The traps in the second boss fight now disappear when the boss(es) are defeated
- ##### WRITING
- * “Scavenging” magic mod renamed to “Foraging”, to avoid confusion with the character creation perk “Scavenger”
- * “Frozen” champion mod is now “Frostspike”
- * * *
- #### b078e (02 October 2017)
- * Normally I don't post notes for hotfix / intermediate builds, but I've published so many bug fixes and tweaks that I wanted to list everything that has been done since the b078 main release.
- ##### ART/VISUALS
- * Hunter side/top walk and idle animations
- * New art for the carrot patch!
- ##### BALANCE
- * Lucid Orbs no longer drop at a high frequency, or from early champions/bosses
- ##### BUGS
- * Fixed bug with Righteous Charge and a number of other skills caused by a change in b078
- * Fixed bug with Spellshift: Materialize applying double cooldowns to non-Spellshaper abilities
- * Fixed bug with controller input when selecting skills on the hotbar
- * Fixed bug with many items not being enterable/modifiable via the Dreamcaster (items were reporting the opposite ‘valid’ state as intended). Also fixed bug where some items WERE valid for Dreamcaster (even in previous build) that shouldn’t have been
- * Fixed bug with many damaging abilities on non-English systems due to how decimals are parsed from datafiles
- * Fixed some incorrect item sprites
- * Fixed rare game load bug related to badly-written XML data
- * Disabled special ability modifiers from spawning on gear (still an in-development feature)
- * Fixed game load bug when incorrect / bad monster target aggro data was written to save
- * Fixed bug where knocked-out monsters would sometimes not follow the player around
- * Hot Streak now correctly picks a random direction to dash in
- * Fixes to the wavy “Now Loading” text glitching every so often
- * Fixed bug that occurred if a Charm effect was reflected back to the hero
- * Fixed bug that prevented the player from planting trees
- * Spitting Plants should no longer move around
- * Fixed corral monster display sometimes rendering off-center
- * Fixed bug where some menu shortcuts would not work after bringing a new monster to the corral
- * Goldfrogs should more reliably explode into coins, even if killed by pets or other effects
- * Fixed bug with Jumping Shot not firing off reliably
- * Fixed bug that occurred when quitting to title and attempting to continue a save slot
- * Fixed background display errors in some zones
- * Fixed bug where canceling your escape portal sometimes did not work
- * Fixed bug related to the ‘info bar’ UI not behaving consistently
- * Smoothed over directional casting of abilities like “Fan of Knives” when using the mouse
- * Special weapon shop should no longer spawn items with multiple copies of the same magic mod
- * Flask infusions and data about what masteries you’ve learned from Jorito should no longer be cleared in NG+
- ##### CONTENT/GAMEPLAY
- * Added 5th tier shield
- * Added a new side quest and mini-side area related to rose petals
- ##### ENGINE
- * Further improved smoothness of game load
- * Reduction of core game save size by another 14%
- ##### QUALITY OF LIFE
- * Cleaned up and clarified the tree info display in the magic grove
- * Lucid orbs now display the required equipment slot (if any)
- * * *
- #### b078 (02 October 2017)
- * IMPORTANT! As monster corral data structures have changed as of b075, old captured monsters may not behave 100% as intended (i.e. missing powers or traits). We recommend releasing your existing monsters and capturing new ones if you want to appreciate all benefits of the new system.
- ##### ART/VISUALS
- * Cute lil’ running animation during game load, plus more accurate world generation load bar
- * New artwork for Uncommon and Magical trees!
- * New side/top running and idle animations for Spellshaper and Budoka
- * New art for valuables dropped by trees
- * New art for Floramancer’s Spitting Plant
- * New icons for Summon Spirit Wolf and Summon Spitting Plant
- ##### BALANCE
- * “Vanishing” reactive effect on player and monsters is now more erratic as opposed to always going max range in one direction
- * Second boss fight has been altered! Should be more challenging, probably.
- * Sludge Spirits now take minimal damage from poison and shadow
- * For many summon effects that previously didn’t stack, you will now create a new summon on top of an existing one (destroying the old one) rather than your new summon not working at all. For example, casting a Bed of Thorns on an almost-expired existing Bed of Thorns will essentially refresh the duration of the bed.
- * Changed how ability targeting works under-the-hood, which should allow you to summon things like Bed of Thorns or Creeping Death under your allies. However this may have inadvertently caused some abilities to hurt your allies, so please report these cases if they occur!
- * Rumors with a requirement that limits your max # of steps have been relaxed further
- * In New Game+, champions may spawn with up to 5 mods
- * Daggers now calculate damage from Strength and Guile instead of just Strength
- * Two-handed weapons can now support up to 8 magic mods, instead of just 5
- ##### BUGS
- * Fixed game load bug related to Radiant Aura in pre-b077 saves
- * Fixed flask sprite not working on click sometimes
- * Fixed bug with unresponsive dialog options
- * Fixed bug where Goldfrog coins could be picked up infinitely
- * Monsters knocked out by a Monster Mallet will eventually lose their ‘costume party’ and ‘big mode’ attributes
- * Fixed bug with pet party UI behavior when collapsed (it would sometimes pop open)
- * Item Dream Crystals should no longer ever be in “big mode”
- * Fixed Sword Dancer sprite flickering
- * Various keyboard shortcuts should no longer interfere with typing monster names at the corral
- * Gems dropped from trees will now be sold when you select “Sell All…” items at merchants
- * Fixed bug where “food loving” monsters would not save/load their behavior correctly
- * Fixed bug where planting trees would not use the most rare seed (or any seed at all, sometimes?)
- * Newly-hatched monsters should correctly inherit the average of their parents’ levels
- * Fixed data corruption error that could occur with captured monsters sometimes
- * Fixed bug with keyboard/controller cursor not appearing in the Dreamcaster interface
- * Painter quest should no longer send you to the Casino
- * Looting consumables of different rarity should no longer convert an entire stack to that rarity
- * Fixed bug that sometimes made it impossible to start a New Game+
- * Fixed bug where “ghost pets” could sometimes stick around on maps
- * Fixed game error that could occur if the game was exited while a champion monster was using a champion-specific charge attack
- * The Bed of Thorns summoned by your Floraconda now fills 8 tiles, instead of just 1
- * Fixed UI bug with the “Pet Party” UI on resolutions lower than 1080p
- * Fixed bug where multiple captured monsters of the same species would show the same name in the corral UI
- * Fixed error with releasing monsters from the corral
- * Fixed bug where auto-learning mastery abilities for certain jobs did not work
- * Fixed weapon comparisons not working for Budoka’s fists
- ##### CONTENT/GAMEPLAY
- * There are now uncommon Orbs of Reverie that have magic mods already attached! These are called “Lucid Orbs”. In the Dreamcaster, you can now select the specific Orb you’d like to use when you enter a Dream. As long as you’ve put enough gold in with the Orb, you will be guaranteed to receive that Orb’s specific magic mod when you defeat the Memory King.
- * It is now possible to get Lucid Orbs as a reward for Rumors.
- * Added three new higher-ranked Crossbows!
- ##### ENGINE
- * Added even more functionality to the data-driven dialog / conversation system
- * Refactored resource loading further
- ##### QUALITY OF LIFE
- * You can now actually choose which seed to plant in the Magic Grove!
- * Clicking on an enemy will automatically switch to firing a ranged weapon, if your ranged weapon is not equipped (but on your hotbar). Pressing “F” if you have a melee weapon equipped will switch you to a ranged weapon.
- * Added error sound, log text and character jitter in some situations where an action is not possible (better visual/audio feedback)
- * Cursor Repeat Delay option “feels” a lot better now. It now sets the delay after holding a directional button before that button repeats at a faster rate.
- * Pressing “Cancel” on the inventory or equipment screen when a submenu is open will now close the submenu but not the main UI
- * Healing AND damaging items now properly show the healing/damage range instead of a random value
- * If you are wearing Vanishing gear, a combat log message will appear when you warp
- * A new visual effect has been added to indicate when your HP is dangerously low (<25%)
- * You can now instantly warp back to town (or to the side area entrance) from “safe” areas in the dungeon, such as merchant zones
- * Improvements to item comparisons, written by a player! (Thanks Zhentar!)
- * The Equipment Bonuses readout now “stacks” identical effects and displays how many of those effects you have, such as: “Pet health up (x3)”
- * The Equipment Bonuses readout now adds a scrollbar if the text exceeds the window size
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