Posted April 16, 2019 by Nixodemus1
#update
Alright! it took a LONG time but i finally got through most of the bugs! Or at the very least, figured out a work around/ how i need to prevent the same bug from popping up in the future. Thank you all for your patience. Next version of the game will probably be the last one. it will have the last bug hopefully stomped out by then, as well as having added a WHOLE BUNCH of new features. When it finally drops, I hope you guys will as always give me your feedback, so that I can know what will and wont work for the true game!
patchnotes:
-lowered the range of the switches so they dont accidentally change after activation
-changed some dungeon pieces to reduce chances of getting stuck via rng
-think i fixed the character select black screen problem
-fixed the flames and teleporter
-made the void under the IDD black
-put a little bit of time after the final cutscene to remind people there are 2 MORE QUESTS
-thanks to oby1 i have figured out how to at least slow down the black boxes
-added a floor tracker
-fixed a glitch in the menu
to be implemented:
-portraits
-other backgrounds
-boss (the thing under the castle. dont go there. its not in yet)
-paradox effects
still broken:
-i know what the black texture thing does, i just need to fix it now (will get around to if for the public dem, workaround will do for now)
-the timing bars for Nathan and Geoffrey in battle are off, and i dont know what causes it, because it works just fine in blender. its only after i export as .exe that it bricks.