-The Nymph class crystal's description had a nasty typo in it...
-The Ganymede (Hero 5) model fix from the last update...coded into the "Un-stucker check" common event just fine...but most things run the "Readme/etc check" common event...which used the code from the "Un-stucker check", without actually running the common event...meaning the model fix likely never ran...and the check doesn't run as often as I thought...so now the "Readme/etc check" runs the "Un-stucker check" and there's events in the big city areas to fix Ganymede's model
-Franseska would continue to speak with her pixie face instead of cat face after changing to full-timing cat form for Penghou (Hero 8) during the tutorial...
--I'm sure there was some logic behind this at the time...but a year later...it makes no sense and I'm fixing it
-The Franseska dialogue displayed when losing a battle during the tutorial (as if anyone could) did not change speaking face after her change to cat form...to change this and accommodate language filter settings, it's now called through a common event
-Losing or escaping a few select battles in Princess Tower type 2, 3, or 4 could send you over to tower type 1...this could be corrected by exiting and coming back in...or just playing on...most events would be repeatable, and you could skip quite a few depending on your prior progress, and the princess event would be with the wrong princess...but that would all correct itself immediately after
-2 versions of the spell "Raise" are in the database (why...idk), 1 learned at lv15, the other always available...all sources of being able to use it had the always available when they should have had the lv15
-Casting of "Raise" (either version) is no longer possible during the minotaur battle (mainly because it messes with auto-battle)
-Communicator message did not change after triggering Kugane startup...rather than re-number events and potentially introduce further bugs...it's been set to play static until the next message
-Franseska the Necromancer or Fencer in the FaeWood was unable to use her weapon skills...due to equipment requirements and not actually having her equipment on...special "no requirements" versions of those skills have been made and attached to the states applied in leiu of equipment for that battle to bypass this
-The "Counter" setting on the tilesets (allowing you to activate events on the other side of a barrier) allowed bypassing the enemies in the "Laundry Room" and "Break Room" in the Princess tower...skip the break room enemies if you want...a 5th cat has been added to the laundry room to prevent this
-The 2nd campfire scene in the tutorial had an unnecessary "restore all" command at the end of it...without an "auto-battle check" after it...this would remove the auto-battle state from your characters
--Using the nearby home point for a heal or using the auto-battle KI would fix this
-When the computer in Blood Gulch speaks, it now appears at the top of the screen with a dim background...background because you're hearing it electronically...top because...that's where it's coming from
-Communicator...communications...should now come through in the middle of the screen rather than the top
-Much of the event immediately following the exit from the Princess Tower is identical between all 20 Princesses...enough so that I was able to restructure it as a single page event rather than 20 separate pages (i.e. how all post-tutorial events are structured)...this has no effect player-side, but cuts down greatly on the PITA level of editing/fixing it for me
-Candi's dialogue about machine guns (when picking up the sniper rifle in the tutorial) changed and extended
-I have now twice had an issue with the timer in Blood Gulch hitting 0 and just locking up rather than aborting the battle...so now if the timer is <40 seconds after Doc does his bit, the timer will be removed and a variable will be set to determine the remaining number of turns...initially this is set to 4, but is immediately reduced to 3 (because of the order I set things up in)
--Reducing the base's hp to <1% will now also set the variable for number of turns remaining to 0...this bypasses the countdown (set to run if >0), essentially making the number of turns remaining infinite (this also happens during the opening event)
-Red and Blue flags in Blood Gulch are now labeled...in case it was in any way not clear what you were to go after
-The fences in the bandit camp will now have labels (example: ^ ) once all enemies in the section have been cleared
-11 of 30 Legendary weapons have been decided upon...none are available yet (1 in use by "Sun" during the Kugane events)
-Chapter 3: The Great Divide
--Changing areas inside Huburbia will check Franseska's level...once it hits 60...chapter 3 begins whether you're ready or not
-New key item: Censorship...lets you disable the language filter...recieved by checking one of the red levers during the tutorial, at your next "ReadMe/etc check", or at the start of chapter 3...where a choice has to be made if you haven't used the KI/lever to choose a setting yet
--Because of the level of PITA to change old dialogue...there is a distinct possibility that not all old content will have all the ******s removed when Censorship is turned OFF
-Tier 3 weapons (Damascus, Oak, etc) are for sale at the end of this update's story
-Tier 1 weapons (Stainless, .22s, etc) now have prices (so you can clear out your inventory)
--Tier 0 (Toy) and tier 5 (Legendary) weapons will remain un-sellable to try and make sure you always have something to equip
-The "Quick Stop" will start buying your junk at the end of this update's story (as well as no longer playing the "Are you open?" event)
-Level 50 class boosters will be for sale in Troop 479 HQ (through a new NPC) at the end of this update's story
--Biker CB for sale in the hospital parking lot (should see it when you walk away from the ending event)
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