It's another bugfix, albeit somewhat more low-key.
Changelog of 0.2.1x P3:
DUNGEONS AND TOWNS:
-A new treasure chest was added somewhere.
BUGFIXES:
-The Winning Streak in the Challenge Tower should now properly update when you leave or fail.
-Checking Meteo Soldiers should now properly show that they take damage for allies.
-The detective outside the Defenders' Rest now actually takes the Shadow Shards and Ominous Orbs when you turn them in.
-Merrick's Restaurant has reinstated its "no walking on the kitchen table" policy.
-Certain instances of the "Let's Learn Our Elements: Water" no longer incorrectly state that Soften slows you down.
-Beds and inns should now cure Poison.
-Treat is now considered a normal skill rather than Magic, which means Brill can actually use it.
-The statues in the fort on Belke Coast are now properly considered solid objects.
-The Fishman Major Garb was not contributing the full 4 Defense, instead only giving 3 Defense. After a stern reprimand by the unimplemented Fishman General Garb, it now grants 4 Defense as its description states.
If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
Tuesday, December 5, 2017
Sunday, December 3, 2017
A newer new patch
It turns out I did not put nearly enough effort into debugging in the last patch. Lesson learned. I've spent the afternoon working out these bugs and throwing another patch out there. The Downloads page will be updated with the new latest version.
Now that THIS drama's (hopefully) over with, I can get back to work on cool stuff, especially once the semester is over with. Expect quality-of-life enhancements and a sidequest coming quite soon.
Changelog of 0.2.1x P2:
IMPORTANT:
-If your save file was in Version 0.2.1, 0.2.1x, or 0.2.1x P1, use Sample to gather ingredients somewhere to re-enable your equipment for use in Crafting. Afterward, be sure to equip your items, as they will be unequipped.
BUGFIXES:
-Brill has corrected the momentary lapse in judgment that was preventing her from equipping items.
If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
Now that THIS drama's (hopefully) over with, I can get back to work on cool stuff, especially once the semester is over with. Expect quality-of-life enhancements and a sidequest coming quite soon.
Changelog of 0.2.1x P2:
IMPORTANT:
-If your save file was in Version 0.2.1, 0.2.1x, or 0.2.1x P1, use Sample to gather ingredients somewhere to re-enable your equipment for use in Crafting. Afterward, be sure to equip your items, as they will be unequipped.
BUGFIXES:
-Brill has corrected the momentary lapse in judgment that was preventing her from equipping items.
If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
Saturday, December 2, 2017
A new patch
Good evening!
I've just uploaded a new version of the game that fixes even more bugs. Thanks to Cryum on RPG Maker Net for reporting a lot of these bugs!
The new version of the game is called 0.2.1x P1. Just download the big link on the Downloads page and you'll get it.
Changelog of 0.2.1x P1:
DIALOGUE:
-The book in the Royal Library, "Let's Learn Our Elements; Thunder", now indicates that Block Buster is based on the target's Block Strength.
-Initial dialogue with the Earth Crystal has been altered somewhat.
BUGFIXES:
-NPCs should no longer block the medal vendors in the Champion's Guild.
-Layering issues in the Concealed Storeroom fixed.
-Recipes now properly require Equipment again.
-The Champion's Guild Medal Point trainer will no longer cause an infinite loop when you train Medal Points at him a second time.
If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
I've just uploaded a new version of the game that fixes even more bugs. Thanks to Cryum on RPG Maker Net for reporting a lot of these bugs!
The new version of the game is called 0.2.1x P1. Just download the big link on the Downloads page and you'll get it.
Changelog of 0.2.1x P1:
DIALOGUE:
-The book in the Royal Library, "Let's Learn Our Elements; Thunder", now indicates that Block Buster is based on the target's Block Strength.
-Initial dialogue with the Earth Crystal has been altered somewhat.
BUGFIXES:
-NPCs should no longer block the medal vendors in the Champion's Guild.
-Layering issues in the Concealed Storeroom fixed.
-Recipes now properly require Equipment again.
-The Champion's Guild Medal Point trainer will no longer cause an infinite loop when you train Medal Points at him a second time.
If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.
Thursday, November 16, 2017
0.2.1x: In which earlygame bugs are fixed
Not a day after 0.2.1 came out when I found a few more bugs in the intro sequence. I've released "Version 0.2.1x" which patches these bugs.
That's all I have to say. I'm going to get back to work on these hidden secret areas.
That's all I have to say. I'm going to get back to work on these hidden secret areas.
Monday, November 13, 2017
Ruphand 0.2.1 released!
Good evening!
After finally getting the reprieve from work that I needed, I've finished stomping bugs and implementing Medals! Ruphand 0.2.1 is now available for download on this blog, and is in the process of being added to the page on RPG Maker Net as well.
There's not much other than the Medals or the removed bugs referred to in the last two posts. However, with this all done, I can focus on adding secrets to the World Map, as well as the three sidequests that have yet to be added north of the Barrier Wood. There's also one thing you can find in the Champion's Guild if you complete all three of the sidequests that were available when the game was first released.
After finally getting the reprieve from work that I needed, I've finished stomping bugs and implementing Medals! Ruphand 0.2.1 is now available for download on this blog, and is in the process of being added to the page on RPG Maker Net as well.
There's not much other than the Medals or the removed bugs referred to in the last two posts. However, with this all done, I can focus on adding secrets to the World Map, as well as the three sidequests that have yet to be added north of the Barrier Wood. There's also one thing you can find in the Champion's Guild if you complete all three of the sidequests that were available when the game was first released.
Sunday, November 12, 2017
Bug Squashing
It's been quite a while since the last update, but the Medals are done. I've got a little more to do before the update's ready to ship, though.
One thing I DID discover, though, is a bug that occurs in the Challenge Tower when you move save files to a different version of the game. Trying to enter it on a moved save file will crash the game! Fortunately, the next release will have that bug fixed. It was a problem with the script that switches to a different inventory for the Tower challenge, but I've fixed this problem. It's very likely that you'll be able to switch to different Medals in the Challenge Tower as well!
In the meantime, save your game before talking to the Challenge Tower receptionist. I'll try to have the next update out within two weeks, hopefully earlier.
EDIT: After writing this post, I found and fixed two more bugs:
-In the first cutscene with the Earth Crystal, Brill has the wrong move route on all but the leftmost tile. She'll even get stuck, forcing a restart, if she starts off on the three tiles closest to the right!
-Leaving Scaldmont Caves via the Dragon Statue at the end will not remove the passive Burn effect. This can be removed as normal by entering and leaving the cave, or by losing all your hitpoints.
Finding these bugs makes me worry that I've missed more of them. I'm almost done adding the finishing touches on the Champion's Guild, and I'll release the next update (with all three of the offending bugs zapped) as soon as that's done. Ideally, this will be within the week.
One thing I DID discover, though, is a bug that occurs in the Challenge Tower when you move save files to a different version of the game. Trying to enter it on a moved save file will crash the game! Fortunately, the next release will have that bug fixed. It was a problem with the script that switches to a different inventory for the Tower challenge, but I've fixed this problem. It's very likely that you'll be able to switch to different Medals in the Challenge Tower as well!
In the meantime, save your game before talking to the Challenge Tower receptionist. I'll try to have the next update out within two weeks, hopefully earlier.
EDIT: After writing this post, I found and fixed two more bugs:
-In the first cutscene with the Earth Crystal, Brill has the wrong move route on all but the leftmost tile. She'll even get stuck, forcing a restart, if she starts off on the three tiles closest to the right!
-Leaving Scaldmont Caves via the Dragon Statue at the end will not remove the passive Burn effect. This can be removed as normal by entering and leaving the cave, or by losing all your hitpoints.
Finding these bugs makes me worry that I've missed more of them. I'm almost done adding the finishing touches on the Champion's Guild, and I'll release the next update (with all three of the offending bugs zapped) as soon as that's done. Ideally, this will be within the week.
Friday, October 20, 2017
Work is getting done
Good afternoon!
You might've been wondering what's taking so long for me to update the game. Part of the wait is because of classwork, but the other part is because of this.
The items shown in this screenshot are all available in 0.2.0- except for those last two! In the next update, Brill will have 30 Medal slots available, allowing her to equip Medals. Each Medal has a nice effect, ranging from simply adding more HP to giving Brill a random beneficial effect at the start of battle to letting her get a few ingredients back when using a potion, but there's a caveat.
These new items require a set amount of Medal Points to equip. How do you get Medal Points? Visit the Guild of Champions, which will be added in the next update, and Brill will gain 1 Medal Point for every 5 entries in the Bestiary. (The max Medal Points of 7 shown in the screenshot were added by a testing item; you can exceed this amount.) Unequipping a Medal frees up the Medal Points it required for a different Medal, so you can switch them in and out with ease.
I still have a lot of work to do, because, in addition to the Medals, I'll add a few hidden side areas that have little items hidden away in them, as well as a few new enemies to add to that Bestiary.
You might've been wondering what's taking so long for me to update the game. Part of the wait is because of classwork, but the other part is because of this.
The items shown in this screenshot are all available in 0.2.0- except for those last two! In the next update, Brill will have 30 Medal slots available, allowing her to equip Medals. Each Medal has a nice effect, ranging from simply adding more HP to giving Brill a random beneficial effect at the start of battle to letting her get a few ingredients back when using a potion, but there's a caveat.
These new items require a set amount of Medal Points to equip. How do you get Medal Points? Visit the Guild of Champions, which will be added in the next update, and Brill will gain 1 Medal Point for every 5 entries in the Bestiary. (The max Medal Points of 7 shown in the screenshot were added by a testing item; you can exceed this amount.) Unequipping a Medal frees up the Medal Points it required for a different Medal, so you can switch them in and out with ease.
I still have a lot of work to do, because, in addition to the Medals, I'll add a few hidden side areas that have little items hidden away in them, as well as a few new enemies to add to that Bestiary.
Monday, September 25, 2017
Slow going, Advancement
Evening!
While I fixed a minor issue in the text, for most of this week, I've been focused on classwork. However, I've been able to think of some ideas between classes. I'll start working more on Ruphand this week.
One idea I had was a means of advancement other than equipment. It wouldn't be 'leveling up' in the traditional sense; Ruphand's too far along for me to add Experience Points now. Instead, I'll probably base it on the amount of entries filled in the Monster Book.
Aside from that, there are some minor secrets to fill the northern World Map with, and three full sidequests to add. After those are done, it's off to Kitaban to advance the main story.
Edit as of 10/3: I put a few maps together (albeit without the features of said maps), but more homework showed up. I haven't got an ETA on the next update yet. Hopefully I'll be able to get working on the coding aspects of it soon.
While I fixed a minor issue in the text, for most of this week, I've been focused on classwork. However, I've been able to think of some ideas between classes. I'll start working more on Ruphand this week.
One idea I had was a means of advancement other than equipment. It wouldn't be 'leveling up' in the traditional sense; Ruphand's too far along for me to add Experience Points now. Instead, I'll probably base it on the amount of entries filled in the Monster Book.
Aside from that, there are some minor secrets to fill the northern World Map with, and three full sidequests to add. After those are done, it's off to Kitaban to advance the main story.
Edit as of 10/3: I put a few maps together (albeit without the features of said maps), but more homework showed up. I haven't got an ETA on the next update yet. Hopefully I'll be able to get working on the coding aspects of it soon.
Sunday, September 17, 2017
Setting up shop
Good evening!
The blog works. It isn't huge, but it's started.
Up until I made this blog, I was using RPG Maker Net to distribute my game. And while I'm going to keep that page updated, I feel like I should have a place to talk about how development's going every so often.
That's all I really have to say. Clicking "Download Ruphand" will take you to a list of download links, with the latest version (as of this post, that's 0.2.0) being a huge link at the top.
I've got a fair bit of assignments to keep up with in college, but I'll start work on some additions to the World Map when I get the chance. Parts of the World Map, especially the area between Orvas and the Barrier Wood, are looking pretty barren; I'm probably going to put something in there, though I'm not sure what yet. Sprinkling some secret caves with loot and rare Sample opportunities would help make the continent seem a bit more alive. I'm also going to have at least three more substantial sidequests to implement, two of which involve a feature you might have enjoyed in the Barrier Wood.
I did have the time to fix one issue. Currently, the Quick Ward Ring is useless; no enemies can attack during the first 40 ticks, because that's how long the Turn Gauge takes to fill up at the start of battle. In the next update, the Quick Ward Ring will add its defense bonus for 70 ticks instead, allowing the player to get some use out of it.
I've got a fair bit of assignments to keep up with in college, but I'll start work on some additions to the World Map when I get the chance. Parts of the World Map, especially the area between Orvas and the Barrier Wood, are looking pretty barren; I'm probably going to put something in there, though I'm not sure what yet. Sprinkling some secret caves with loot and rare Sample opportunities would help make the continent seem a bit more alive. I'm also going to have at least three more substantial sidequests to implement, two of which involve a feature you might have enjoyed in the Barrier Wood.
I did have the time to fix one issue. Currently, the Quick Ward Ring is useless; no enemies can attack during the first 40 ticks, because that's how long the Turn Gauge takes to fill up at the start of battle. In the next update, the Quick Ward Ring will add its defense bonus for 70 ticks instead, allowing the player to get some use out of it.
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