Addendum to 1.1.2:
Fixed an issue with Serjio, The Kent, and giving Berny the trauma kit after he leaves your party.
You can now time out the Hugo fight (by surviving 20 turns) if you’re not set up to deal the necessary damage to fend him off.
Next up
I did it because the schnoz felt off center.
And also to fix the game breaking bug, that too.
Started working on a thing.
No idea if it's ever going to get finished (it's still mostly concepts at the moment) but I've been playing around with this idea in my head for a while now, so I felt like bringing it up.
Anyways, here's front facing Buckets.
I am never playing Enforcer ever again.
I'm actually pretty proud of this one. A few of the ideas I've implemented for this (including this update's name!) have been my plans for months now. Glad to see it all come together.
Hope you enjoy experiencing this as much as I've enjoyed creating it.
I have spent the last few weeks wondering on and off if putting these two in a room together would be a character design faux-pas for a thing I haven't even started working on yet (and it's possible, though unlikely, I never will).
If you're already doing a playthrough, and Ham is level 10 or higher, I'd wait to download this until after you've beaten the mod. Otherwise you'd have to reload a save before then to get the new moves and Electric Palm (you learn that at level 10 now).
Not a super intense update, but it restores functionality to an element of the Gluttinator/Weez fight that got lost due to the larger party member count.
No idea why I feel like updating this so much lately, but here's some stuff.
Crimbo.
I played some video games this year. Here's a list of them.
Feel free to check a look if you want. Or don't.
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