Game
20 Sides of Random
4 years ago

v0.2.2 - Bugs & Adjustments

Couldn't decide what to play...decided to kill the night putting in some of the BTS stuff I was thinking up...found pretty serious bug in the process...a game-breaker if using Trivial battle...maybe I'm the only one using it...


Bugs:

-Medic's "3rd Aid" skills can no longer be used vs Agent F while under the effects of Auto-Battle (or vs the Minotaur...but that doesn't matter since no Heroes are Medics...that's more incase I ever reuse that state)

-Based on looking at events...I may have screwed up the bandits boss during the tutorial...

--Confirmed...having Trivial mode on would result in an endless battle with both you and the boss being Immortal...

--This was introduced in 0.1.5 when I put in countermeasures to keep revived characters from reverting to manual battle during this battle...by a bad way to do it...

--Fixed using new system and setting Trivial type to -1 before battle (which I was going to do even if it wasn't bugged...)

-Bug averted...because I tested further than necessary...order of operations under new Trivial system would have allowed Doc to inflict K.O.s

-The trapdoor between Springfield and 7th Heaven was impassable due to tileset changes made for Sector 5 in the last update...looked weird anyway...turned it

Auto-battle:

-Actually only Trivial mode...

-Trivial mode buffs have now been assigned types from 0-10

--Old buffs are type-0 (+50% stats, +25% hit/evasion, 5% HP/MP regen)

--Types 1-4 step down 20% potency each (so type-1 is +40% stats, +20% hit/evasion, 4% HP/MP regen...type-2 is 30%/15%/3% and so on)

--Following the pattern type-5 should be nothing other than being Immortal...but I decided to spread it out some more...type-5 drops down to just regen, but it's 2.5%

--Types 6-10 drop the regen by .5% each...so type-10 is no buffs other than being Immortal

-This change is controlled by a previously undefined variable (hence why there's a type-0, for the variable being 0 as it has been up to now)

--Type-1 begins upon 1st entering Huburbia

--Type-2 begins after 1st clearing Blood Gulch

--Type-3 begins upon entering the FaeWood

--Type-4 begins at the start of Blood Gulch: Medievil

--Type-5 begins at the start of the final Zombie Tower run

--Type-5 will also be set at the start of the next plot event (to standardize old saves)

--This is done by variable set=, not +1...so old saves that have passed these triggers will have type-0 buffs until encountering a trigger

--Because of this method...setting the variable to anything other than 0-10 (-1 for example) disables Trivial mode without having to mess with switches...an easy and consistent setup for dev-side



0 comments

Loading...

Next up

Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so here’s a guy playing the sax for some reason.

#screenshotsaturday

Just a Pico sprite

One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!

Rockin the Guitar, an Axe like Guitar I made for my Uni project

brung back my old oc plus a new one

...they don`t have names yet tho

not the greatest house, but it's a house! :D

I mostly build 3D First Person Shooter game mechanics in Unity, and in this I'm just showing C4 mechanics I made for a little side project I am working on! :)

Colorful Fox

Happy Late Easter!

Development of my game Juno. This is the rune equipment system.

Usually update over on twitter: https://twitter.com/synrec_kaisyl

Annie of the stars