Game
Deltexperiment

1 year ago

Deltexperiment Progress Update - 12/28/24


-Introduction-
So, uh... it's been a bit, hasn't it? Long story short, other projects consumed me, and I've been making small patches to the game over time, so I thought it'd be best to release all these changes as a decently-sized patch, v2.1.1.

-What's Gonna Happen From Here On Out?-
As I said before, this project ISN'T DEAD. Divisions 3 & 4 will be worked on gradually, and I will post updates as I get the motivation to work on them more properly, along with other builds. The other alternate route for the game is almost complete, but has a fatal bug I'm going to have to fix before release.

-v2.1.1 Patch Notes-
Since a new patch released, I'm also obligated to cover all the updates and WOW, there is a lot of them. Let's get right into it!

First, various dialogue changes:
-Changed some of Flowey’s text after beating the Dummy to be less repetitive.
-Changed some dialogue when Flowey upgrades your weapons to be less repetitive.
-Added some dialogue in room_dummy so that Flowey warns you to equip a weapon before fighting the dummy.
-Fixed a dialogue inconsistency with the Elusive One at the end of Hard Mode.

Next, various additions to Section 1:
-Added some leaves in the room where the candy bowl appears.
-Added some decor to the Spider Bake Sale room.
-Readjusted the vine placements in the southern section of the vine segway.
-Added a puzzle to the Mouse Hole room. (A failsafe has been put in place so the puzzle deactivates after Napstablook is beaten.)
-Added some deactivated spikes in the Single Whimsun room.

Napstablook & Decibat got some changes:
-You now have to Cheer multiple times before Napstablook is sparable, similar to the original game.
-Napstablook's end dialogue now occurs within the battle.
-Napstablook's fight ends immediately after the ACT conditions are met, Spare not being needed.
-Napstablook has a new spell that they can use in battle, Stifle. It is only used when Napstablook loses HP.
-Decibat now has a new spell that they can use in battle, Whirlwind. This spell cannot be used on Turn 1.

Some stat changes:
-Lowered the cost of the Loox Shopkeeper’s wares in the Ruins.
-Lowered the cost of the vine segway.
-Lowered the chance of getting a Pencil when Penilla is killed.
-Lowered Whimsun’s HP.
-Lowered Dummy's HP.
-Buffed Moldsmal's ATK.
-A new item, Monster Candy-, has been added. When taking from the Candy Bowl, there is now a chance for a Monster Candy- will be added when using the "Take One" selection.

LOTS of bug fixes:
-Fixed a bug where it was possible to skip the Decibat fight.
-Fixed a bug where the Hard Mode enemy gauntlet NPCs could appear outside of Hard Mode.
-Fixed a bug where Flowey calls the vessel by their old name while meeting Clover.
-Fixed a bug where the aborted genocide sound effect would play on Dark Ruins encounters even if you weren’t playing genocide.
-Fixed a bug where aborted genocide dialogue would be shown after sparing Decibat even if you aren’t playing genocide.
-Lowered the amount of frames needed to pass in a Dalv cutscene to fix a timing bug.
-Fixed a bug in room_dummy where Flowey would call the vessel their old name.

Other changes that I don't really think fit in the other categories:
-Replaced Clover’s battle sprite to look more like the vessel’s. (New dialogue portrait by BeepPerson)
-Moved the save in the room with the double Flier encounter into the previous room.
-Removed a sign in the room before Dalv’s home due to redundancy.

-Conclusion-
...and that's all! Most of these changes were from me playing through the game again with a fresh pair of eyes, and making changes as I thought were necessary. I hope these changes improve your experience of the game, and that I post a progress update within a relative timespan this time. Until then, see you all in the next one.



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