That's right! Even after the game's completion I've still decided to come back to it and amend one original sin that the game harbored since it's conception - the absence of a low-level dungeon where you can test out your build on some fodder enemies, as well as get a taste of what the game's dungeon crawl aspect will feel like! A problem that was all-too-inherent in the game's main inspiration, Temple of Elemental Evil, is now fixed, via the addition of...
- The Undeground Sea! A vast, flooded cave complex full of malignant foes and allies in need! Traverse the subterranean waterways, treacherous labyrinths and mystical undergrowths in search of treasure and adventure! The location can be accessed from the Southern Gate of Endstad, near the player's initial spawn point.
Now that the final, missing piece has been added to the game I can safely focus on working on Hysteriya as well as doing more art in the meantime. Small-time updates will probably come out for the game to fix bugs and whatnot but no new posts will be made. C'est tout!
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The list of fixed issues is quite big this time - once again it was mostly completed via watching @Maken188295 's playthrough of the game and spotting the many, MANY bugs Draconia had. Now it should be slightly less buggy.
Fixed Viper singing "Lion Tyrant" at the Thieves' Quarters - previously he sang the whole song in one go but now he sings a line each time you interact with him.
Previously if the only cleric in your party was the first character and you tried to Raise Dead with a grave and without showing rolls the game wouldn't do anything, now it works properly.
Peter Palette's painting now has a Direction Fix on.
Fixed the passability issue at the Road to Draconia.
The trees at the magical oak of Reverie Forest now have a proper sprite when chopped.
The previously unpickable mushroom from the Temple Precinct can now be picked up. Yay!
You can no longer access the lair of the Kobolds in Draconia's caves from the backdoor.
The Morloch cleric in the Catacombs no longer locks you in their dialogue. Also fixed a typo in it.
Clerical skeletons are now immune to Diseases, Mortal Wounds and Cardor's Grave Poison.
The Shambling Mound now sees you no matter from which direction you come.
Fixed spelling mistakes in Reverend Alice's and Scourge's dialogue.
Added the missing battle sprite for the recruitable Balrog.
Fire Punch has an updated description and use, now removing the Frozen effect and the Troll regeneration.
Previously if your seed had a friendly werewolf but you couldn't speak to animals or dogs you could repeat his fight endlessly. Now you can't. Bitch.
Emotion Bubbles for the blue-haired mage, Gordon and his coterie as well as Rodigast don't appear when they're not present.
The Lower Draconia Map message has been corrected.
You could previously speak to one of the bugs in Reverie Without knowing the Animal or Insect languages. Now you can't.
You can now plunder the goblin tents at Stra-Tac.
Apparently the table in the cave tileset damaged you if you walked on it??? It doesn't do that now.
The out-of-bounds Wyvern now disappears after Nyderek's defeat.
The Wand of Fear now properly gives you Illusions instead of Enchantments.
The Warg/Wolf fight event in Reverie Forest now works properly. Previously the Warg could talk to you even if you didn't know Animal/Canine languages.
Ned now disappears from the Thieves' Quarters if you snitch on him after doing his quest.
The Shriekers now have the proper direction fix.
The island in Draconia Depths can now only be reached via Walk on Water and the chest on it also has Boots of Floating.
The Manticore no longer should switch sprites to completely different monsters.
The Roper now properly disappears.
The green-haired Fighter's ghost now only appears after he actually dies.
After finishing the Stirge fight you are properly teleported instead of being thrown back all the way to the Morlochs.
The hole with 10 spears in the Sandmound now actually gives 10 spears.
The horses at the Sunken Plaza no longer walk around after being talked to.
Hagar now actually has a phrase when asked about Draconia.
Pax and Aron, the absolute leeches, no longer steal feats from you if they weren't present at the battle with the Giant Scorpions.
The Magic Scabbard has been buffed to make it a more viable accessory.
Evvolon now actually gives a spell to Clerics.
The Magician in the Halls of Scrying now only uses the Burn Wood spell, reducing his thinking time.
It may seem like a lot but most of these took like a minute to fix at most LMAO so it's not that big of a deal. I do wonder if anyone ever got past Endstad because these bugs are kind of hard to miss... Ah, big bother.
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If humanity's nature was upright, reasonable and orderly then there would be no need for sage kings and ritual principle. Humans by nature are evil.
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