0.1.0
- Initial release (Edit from future: LOL)
0.1.1
- New (Much bulkier) Load/save system (You may have to delete your save files! Because it’s a different format, sorry!)
- Mob Grind is disabled for now.
0.1.2
- Fixed save file not being placed in the right directory (caused loading issues)
- Random file called ‘GEN’ appearing.
=(Some grammar issues noted)
- New option menu
- Auto update is functional (Runs on startup)
- Crashing issues in the forests
0.1.3
- When finished updating, it states, "Could not retrieve update file"
= Organize/optimized coding
- Some variable issues, (May have related to save/load issues that I’ve encountered)
= Auto update no longer works, the issue is unknown. This will be fixed in another update.
= Option menu disabled due to the auto updates’ code malfunction.
0.2.0
-New ascii main screen
=Made the game playable
-Better support for save/loading - Means corrupted saves are more rare!
-800 more lines of code! - Code is over 1000 lines!
-Functional grind system
-Only place you can go to is Outside currently.
-All other places are under a dark veil.
-Anti-Corruption Saves -Might still be buggy!
0.2.0.1
- Removed a few unneeded variables
- Fixed a few things = News update did not specify
- "When you update, it now displays a message stating you need to restart your game, otherwise you can continue"
0.2.0.2 ("2.0_Fix2")
- 'You've updated' displays upon start up, regardless of updating.
0.2.0.3
- Fixed the patcher
- Updated a few things to make code look cleaner.
0.2.0.4
- Tweaked the 'adventure' area.
- Nerfed the Stray Dog. (As done in 0.2.1)
- Dropped the 'fix' part in code.
"0.2.1Devbuild"
- Fixed ‘adventure’ variable
- Tweaked the ‘info’ section of game
- Load game screen tweaked
- If your character is found, the load time is MUCH shorter.
- The ‘Adventure’ area has been disabled.
- Create game screen tweaked
- ‘load found’ tweaked
= Hit the point where main file looks really cluttered.
- Removed the ‘bin/sav’ is missing!
- Prevention of the bin/sav files vanishing
- Prevention of a bunch of spaz upon starting the game
- Updater repaired / tweaked
- Patcher retrieved from Kolton (kolto101)
- Made an ‘exploitable’ Nodes - XNodes system
- Tweaked a ‘in between dimensions messeage’
- Attempted to fix ‘Missing Operand’ bug on the very first battle you have.
- Fixed issue where pulling up the load screen didn’t clear the screen either
- Tried to fix the loading issue
- Added more enemies in flatlands
- Nerfed ‘Stray Dog’ (Edit from future: Yes, I nerfed it twice. It was an angry, angry dog.)
- Removed the ‘Save Fixer’
- Fixed issue in battle where putting in ‘1’ would cause the game to crash
- Changed “A game developed by Jaeo’b Studios”, to “A game developed by JaeobGames”
...this ungodly version number. What was I thinking? And it was for a patcher too lmao
"0.2.0.4.2"
- Server Side patcher was updated to comply with the client side.
- Server side patcher now gathers the resource called ‘MENUMOD.MOD’
- Client version is no longer dev build and is now 0.2.0.4.2
- There are dev channels you can now choose from.
- (These dev channels are currently being set up, I will release another news update shortly when I am completed with them
On the Gamejolt page I actually complained about my choice of version number.
"0.2.0.4.3"
- Fixed a bug where “uBioFuse.bat” would appear for some odd reason while update, showing a filepath to it in the file itself.
- Some other pointless changes
1.2.0
- removed update functionality
- formatted version number appropiately. (Edit from future: GAMEJOLT MADE ME DO IT. THANK YOU GAMEJOLT.)
- Cleared out 'adventure'. I'll have to remake it.
- Adjusted window size! More streamlined.
- Items can now stack (presumably) infinitely
- Save files are now updated when brought from older versions in a far more effecient manner
- Save files no longer contain "item-bought" variable.
- Echo is OFF should no longer display in save files.
- Stripped Agility, Parry Chance, Strength, hit chance and vitality.
- Choosing stats for leveling up and also game creation don't have Strength, Agility and Vitality anymore. It was replaced with Health, Attack and Magic.
- Titlescreen cleaned up.
- Bank closed!
- New Variable introduced, critMult.
- You can now score critical hits!
- You can now occasionally block enemies!
- Leveling up no longer gives you 50 HP or equip
- New options for stat management during leveling up
- Offloaded game battle subroutines into separate files.
- Your health now has meaning! Four new possible states! Burning, sick, battered, and dying.
- Save routine now checks if the save folder actually exists before attempting to save. (See Update #26 for why)
- FIRE POWER AND HEALTH DRAAAIN. Be the siren you wanted to be!
1.2.1
- Fixed bug where loading your character after death refused to load character
- Sleeping now returns your health to Healthy, even with sickness or being in flames.
- Escaping with low health but getting injured in the process no longer puts you in the negative. You're dead.
1.3.0
- Moved enemy data to separate locations
- Random health chances were tweaked a little
- Enemies can now be discovered with random health modifiers.
- Cleaned up some menu stuff that's old and gross
- Forest and Junkyard locations added
^ I would recommend grinding a lot before going into the Junkyard, I've designed it to be unfair.
- misc. other minor things
1.4.0
As of 1.4.0, Biofuse should now be only seen as a text engine of my own creation. I'll keep
improving it over here, but you might find some later games of mine utilizing this.
- Fixed a bug where being drained on EP will display an odd error message
- Went on a wild missing operand hunt, if you find it lemme know. It owes me money.
- Found a goof in the save chunk, wouldn't load an entire line right
- An entire weapon system added with 4 new EQUIPPABLE weapons.
- Weapon modifiers, like flame or sickness to be added later.
- Tweaked the nodes gained rate.
- My SETLOCAL endeavors will be thwarted no longer!
^ EVERY VERSION of BioFuse had this bug! I'm actually really happy I figured it out
- HP potions now only restore 25 HP, run for 150 at the store and you can have as many as you want.
- EP potions now only restore 35 EP compared to total refill and run for 200 at the store. Almost the same as HP potions.
- After nearly 6 years of contemplation, searching for loot was cut.
- My SETLOCAL endeavors were thwarted by exclamation points.
1.5.0
- Fixed a bug where robots wouldn't take corruption damage properly
- Added the "infected" health tag, only applies to robots.
- Added a new weapon, "Death Machine"
- Removed delayed expansion on checkVar as it was causing issues.
- Fixed EXP and Nodes not properly adding to the user's stats.
- Fixed an issue where checkVar would send you back into battle with an enemy in the negative HP... living dead thing.
- I cannot guarantee that the save will "fix" itself due to the way batch saves things.
- Added in a few details relating to the negative HP thing. If an enemies HP EQUALS 0, they get one final shot- and a bonus to the user!
^ Because it's not a bug, it's a feature muahaha
- Fixed Flatlands having 1, 2, 4 as the options.
- Fixed Forest having improperly set command variables
- Fixed BioFuse in general being formatted as LF instead of CRLF because Windows is speshul.
- The missing operands came back for me, generally speaking it won't really affect gameplay since it only happens on the first fight or damage or whatever.
It's super inconsistent and I'm just gonna leave it be unless I feel like trying to make delayedexpansion work again. But it broke other things in a major way
so like... no. Deal with the missing operands for a turn.
- Maybe I'll remove all the little ^'s littered about all the dialogue. Maybe. It'll prolly be something like update 1.5.1 if I ever wanna do some janitor work.
1.6.0
- I'm not removing all the little ^'s this update.
- Added a fun message when crits are insane
- Added a new zone, Railyard. Incredibly unfair.
- Added a new zone, Deep Forest.
- Adjusted XP gain, MaxXP gain, and Nodes gained.
- Told the shop keep that his inflated rates are BS. He only agreed on the potions....
- Fixed every zone not using last enemy
- Fleeing a battle may or may not kill you. Praise the sungods if you leave with 1HP.
- Fixed custom no enemy finds, pruned some code
- If you know what Wendigo's are resistant to, then you'll find some nice bonuses
- Flame attack's magic damage is now based on your regular damage.
- Life steal now does 0 - your max HP worth of life steal.
- Several new x corpse dies messages
- You will no longer be able to add to CRIT, as the upgrade technically was a downgrade after a certain amount of time.
- New Weapon. Still can't guarantee this won't break your save. I really gotta fix the save updooter
- Fixed a bug where health drain would overheal on zone menus.
- Max EP on levelling up now goes up by 5 rather than 1.
- Many other tweaks I forgot to write down
1.7.0
- Enemy burn damage is now relative to your EP Power
- More major crit messages, all in a row.
- Did some house chores, also made fleeing 1/10 instead of 1/9 for brain sake.
- Mildly improved battle inventory after old comment told me to do it.
- Extra XP upon leveling up now carries over.
- Leveling up now checks if you leveled up multiple times before saving
- Debug mode XP raised to 3000
- Fixed some of the ^'s
- Carefully treading through SETLOCAL territory again, ENABLEEXTENTIONS =/= ENABLEEXTENSIONS
- If using a specific speedrun strat, leveling up will now clear your current input and force you to decide on stat points
- Windows versions 8.1 and under will start with a smaller window. Windows 10 attempts fullscreen to fix Windows 11's odd terminal behavior.
- Willpower has been reworked to Magic Damage, influences enemy burn damage and fire impact damage.
- Fixed an issue where equipping Bot Buster wouldn't display an equipped message.
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