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New release! v0.6.4

- Last maps for Act III content are nearly complete. Working on the side quest for one, and then the transformation after a puzzle on the other one.

  - This one is taking the longest. I want more on the maps and some simple puzzles. Something that is more fun than some of the early maps.

    - One map's puzzle is complete, now adding gameplay specific zones.

- Objectives complete for Act III. Act III is not story and dialog complete, but the most important thing:

  - The final WG stages and art is unlocked. Enjoy!

  - Now able to repair the jump drive. It will still need to be charged with exotic energy to jump. If only there is a supply of exotic energy somewhere...

- Other expansion illustrations won't be done in time for this release. Holding off on other gameplays.

- Working on concepts for new encounter gameplay and handling events.

- Found a text code to have all the text in the box appear at once. However it also doesn't play well with the Text plugin I have for the word wrap.

- Still working on a rework of food craftables. 

- Fed up with RPG Maker trying to make my players as deaf as I am. Reducing volume on all music entries until I start customizing. Will be doing the same for effect volumes soon.

- Adding more dialog to npc's. Also adding a data reward for secondary discoverables. Large Anomaly encounters also now providing data.

- Added more ore deposits to A-043

- The Deep Scan is a big pain point for a lot of players. I'm realizing that leveraging battle core plugin for higher crit rates is working as planned, and the skill is too sensitive at lower levels and improved gear. Working on a new formula and other ways to improve.

- To attempt to make saves safe for porting into future versions, created the crew quarters level where the player can save the game in the captain quarters wall console.

  - Autosaves and saving anywhere will still be active until this is confirmed to be a solution. 

Med bay medical procedures for Act III stages are now properly unlocked.

The Act III maps can now be walked around on.

There were a few typos found, one more unlimited gatherable found and fixed.

Also reduced the Energy Costs for advanced scan skills in encounters. Still working on tweaks to the damage formulas. 

- Fixed some typos in different places.

- Fixed where jump drive charging wasn't applying, or doing a proper check on MC's distortion status

    - TODO: Charge Gauge still reading zero even though it's charging.

- Fixed bug where navigation console was disappearing after jump drive is fully charged so can't kickoff the Act III end cutscene

- Fixed more infinite ore on anomaly deposits.

- Sector map now allows traversing over any terrain. Mountains no longer blocking movement.

- Fixed potential bug where completing medical procedures after all other objectives in an act may not have triggered the objectives complete.

- Learning new things about plugins:

  - Found a label tag so that all sections of the ship have better signs

  - Found a more reliable way to track steps and use that to trigger an event. Which allows me to have more control on random encounters, not just with traditional monster encounters. And also better control of rewards, instead of a chance for one item. Will test this in A-001 to test reliability, and to setup more random events.

- A lot of the crafted materials were accidentally marked as consumables. Fixed.