- Added the Pumpkin Festival! - Pumpkin bags now drop from all enemies - Pumpkin gear - Event mount - Event dye
- Players can now progress to higher tier trees with woodcutting - Trees only drop their specific type of logs now - Axes renamed to match the metal blade instead of the wooden hilt - Wood can now be crafted into coal at blacksmith anvils - Crafting levels for various pieces of gear were adjusted to homogenize all skills. Carpentry, Smithing, Leatherworking, Tailoring are now a little more uniform when crafting base materials and gear - Attacks from enemies no longer affect players outside of party/target - Enemy ranged attacks updated: Basic attacks from ranged enemies can no longer be avoided from player movement. Telegraphed and special attacks will still be avoidable - Mage Freeze duration reduced to 3 seconds - Reduced damage modifier for Priest's Purify spell - Slightly reduced healing modifier for Priest's Purify spell - Increased healing from Self Heal (all classes) to scale better with levels - Fixed visual issues with some mounts and hats - Fixed an issue that caused a stutter after mage Lightning Storm was cast - Fixed an issue where combining Lumin Shards or Tattered pages would sometimes result in losing items - Fixed an issue that where casting stuns on certain NPCs would result in a client crash - Fixed an issue with rare spawn Blight's attack range - Fixed an issue that caused invisible players to be seen when they shouldn't - Fixed an issue that caused players to get stuck when going through doors - Fixed an issue that would sometimes cause abilities to not deal damage - Corrected level requirement check on gear - Cooldown reduction from gear is now properly reducing ability cooldowns - Overseer and Canis can no longer be stunned - Reduced health and damage for Boars and Warthogs to make their difficulty feel closer to Stags - Reduced health, damage, and armor for Skeletal Miners and Prospector - Reduced armor on Skeletal Mages - Reduced armor on Rams to keep in line with newly modified Prospectors - Added systems for events: Login messages, start, end - Added November Patreon rewards - Updated UI to better show rewards - Various fixes that resulted in crashes and errors
Slay the Princess — The Pristine Cut - blacktabbygames
Fixed another instance of being able to access a chapter three from somewhere it shouldn't be accessible from.
Should no longer be able to get to the Wild from the Beast if you've already gotten there from the Witch
Quick Load button re-enabled. It seems that there's a rare issue with the Steam Overlay interacting weirdly with load functionality. I'm assuming this is an engine-level problem, and have opened a ticket on the Ren'py Github sharing the details folks have reported. If you run into issues where loading crashes the game, if possible provide traceback information in the bugs channel, and also try validating your install before resuming your game.
After a year and a half of development and scriptwriting, the game is finally ready to meet everyone. This past year and a half can't be described as anything but incredibly tough. It wasn't just about the lack of funds and people, but also dealing with Unity crashing every now and then, and my own depression. This game received a lot of help from the open-source community (mostly in terms of art assets and fonts), and I've included their names in the game's credits. (Originally, I included links, but Steam doesn't allow it, sorry about that). The first month after release will be dedicated to bug fixes and optimizing user experience. If everything goes smoothly, we'll invest in developing extra storyline DLCs. If not, the maintenance period will be extended until there are no serious, malignant bugs in the game. (If the game goes completely unnoticed, there won't be any extra DLCs, o(╥﹏╥)o) One thing you can rest assured about is that both the game's systems and storyline are very complete. There's no content deliberately saved for DLCs. That's why I haven't even opened an EA. Finally, thank you all for your support. Releasing a game in the domestic market for the first time is quite daunting, and I hope everything goes smoothly.
Got to work on 0.28 last week after a short break, so far that was mostly fixing bugs, revamping Greatsword and adding a bunch of new traits/abilities, and some new Hydromancy stuff. This week has been more writing, more on that later.
Looking forward, I'm gonna aim to wrap up the Deepwoods plot in Badon in 0.28, likely including the return of Ina. Also gonna try to finally deliver on some of those Badon dates (especially Sam, maybe Sarah) and whatever else I can fit in - probably some combination of Sammance, possibly some Rosalyn, MAYBE Alicia but there always seems to be more setup needed for her lol.
For now, I'm not gonna promise the full wrapup of the actual deepwoods content, cuz I have a lot I want to do (siofra, zephyrmancy, some new minor characters, svyatibor and mara if alive, etc) and I'm terrible at estimating how long that will all take. Maybe dip my toe in it and see if I can get some done in a reasonable timeframe. Will finish whatever I don't get here in 0.29.
Gonna aim for mid-November this time, no more fuckin giant 2+ month updates lol. Maybe November and December 21 for the next two? We'll see how that goes as we get closer, would be nice to have a more consistent timeframe tho.