Game
20 Sides of Random
5 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

Chiaki Nanami!

We made a lot of improvements on the Freezing Plains visual. Things like pine trees, tiny bushes, some rocks, and others game props!

#IndieGame | #IndieDev | #GameDev | #PixelArt | #WaifuQuest | #WifeQuest | #screenshotsaturday

I have added rewards for quests so that villagers can give you something in return for your hard work helping them. 🥳

I want to know - what's your favourite quest reward?

What you all think

Microsoft Windows XP Unprofessional (windows logo prototype)

Terraria

We're knee deep in multiple large features and "game feel". Quick peek behind the scenes in this weeks Dev Blog: https://bit.ly/2QmmaQM

The Authority decided to investigate the Basement and leads to recovering classified documents Fun fact: The building has 928 doors and not 1000 doors. #horror

Daldos Gameplay