Build 0.5.0.5 (0.5.0.6 Devbuild) (Patreon)
Content
Update: I moved all the extra info about the patches down to the bottom of this. So if you want to see what I changed then scroll all the way to the bottom.
Latest ver - 0.5.0.5 (0.5.0.6 Devbuild only)
Last updated - 07/17/24
Make sure you delete your own config file before using this build!
So we're officially moving into 0.5 now. I was hoping to have gone back and finished up the gargoyle death cinematic, but I just kept putting it off. (For some odd reason. It's not like it will take a ton of time to do even...) I will get to it eventually, possibly as something I do now that 0.5 has been released. The game will remain in 0.5 until after the next boss is done and then it'll progress into 0.6 as I had said previously.But I'll save chitchat for the devlog which I'll write after this. Here's all the usual build information.
You can find your save game and settings at %localappdata%/Aria_s_Dreamland_Dissonance
You can also type %localappdata% into your file browser and it should take you to the folder before that if the above doesn't work
If you are having difficulty locating this folder after that, then here are some manual instructions:
1. In the bottom search bar, type in 'this pc' and click on the item that comes up. (If you have an older computer, you will need to go to 'my computer' instead)
2. Find your local disk drive (It will usually be C: and show up as 'Local Disk (C:)' )
3. Find the folder 'Users'
4. Locate the folder with the name of your PC. It will be different for each person but it will likely be the name of your windows login username.
5. Find the 'AppData' folder. It might be a hidden folder and you will have to right click and go to properties to display it.
6. Find the folder named 'Local'
7. Find the folder named 'Aria_s_Dreamland_Dissonance' Ensure you aren't going into the demo folder.
8. Delete the config file only.
Here is a link to the normal build: https://drive.google.com/file/d/14FIXsDllRlmMFxGuS5apruut9ygqaSXi/view?usp=sharing
Here is a link to the dev build(Which if you're worried about screwing up your save file, I recommend making a backup of your save before using this build): https://drive.google.com/file/d/1wQkBc0HSItSZOuJZ_HwPc_tmGlOaxzN9/view?usp=sharing(Also there is a small bug that I know about in this build I didn't spot before making it that makes charge cards appear as a flame icon in the menus. It's nothing to worry about though, just a display error on my part. It shouldn't be there in the normal build though.)
(Also here is a build that allows you to remove the max boob power cap, but it's experimental so be careful and backup your save file: https://drive.google.com/file/d/1dM8Va2KodCiIE8iooCA-aj9cA5hk_gr6/view?usp=sharing . Instructions in the text file that comes with it)
As before, there is a text document with attached information in the zip file.And now I'll write everything I can remember adding. (I should start writing this stuff down as actual patch notes just to get used to being professional about it) If you don't want to be spoiled, then don't read any of this.New:
Fall forgiveness system - Throughout the world there are a small number of wing artifacts which will permanently grant you a charge of fall forgiveness. You can see how many charges you have by the wing icon on your Energy bar. (After you unlock one) Once the wing icon vanishes from your energy bar, the next fall will be lethal. Every time you enter, or stand outside the door of, your cabin, you'll restore all charges.
Currently there is only one wing artifact in the game. It's located in the first mountain area so you'll have to revisit it if your save is far past it.
Aesthetic Power Level system - You can now go past just 3 symbols, but you'll need to find a shrine and donate some of your power in order to get a higher level of max power. Right now there are only two in the game and only one of them can be unlocked. The second one has too high a power requirement to unlock. The first is in the first forest stretch and you can't miss it.
I will be adding more shrines as we go. Any shrine that I put in the main road that you can't possibly miss will follow sequential power level requirement increases. That way you will always be able to unlock the main path shrines as you go. It's the hidden ones that will have higher requirements so you may not be able to unlock them immediately as you find them.
With that said, I also added in a door unlock system which costs a small amount of power to unlock them. These will let you bypass the challenge associated with unlocking that particular shrine when you return. You just have to go back and so long as you unlocked the passage you can go right in and try the shrine again when you have the required power. (Symbol count)
Speaking of, you can now view how many symbols you have(and your max) in the pause menu.
There is also a hidden shrine somewhere that is under construction. You'll know it if you find it. Just step on the teleporter to leave since right now you can't actually do anything there. It's pretty well hidden though. I'll add an NPC later on that hints at it's location though.
As for raw content, I added in the crystalline beach called Telumur. (I want to add one of those fancy area text intros you get when you come to a new zone in some games) This area has two major branch paths with an intervening path if you decide you don't want to go into the depths. It's a relatively large pair of paths and I spent a lot of time trying to pretty them up, but not as much time balancing. So if they feel poorly balanced, that's definitely something I'd enjoy feedback on. I also mixed up the filimuri enemies with gobbos to hopefully keep things fresh. Though the filimuri enemies are pretty unique and I'm really happy with how they came out, they don't apply nearly as much pressure as the gobbos rushing you does. So a mix seems optimal.
There is one 'not so hidden' unlockable max energy gem along one of the paths. (Also there is a hidden poison resistance amulet unlockable somewhere.)
On the subject of poison, it's now in the game fully implemented. Your energy bar will turn green when you are poisoned and drain pretty quickly. Picking up any candy, or using the new heal spell, will cure it. All of the new enemies will apply poison to you if you touch them. (The grappler enemy only does so if you break her armor though) But yes, poison is fairly dangerous actually and the poison res amulet only mitigates it a bit. I will have probably a couple more poison res items later on to unlock too. Make sure you don't greedily gobble up all the nearby candy! (I tried to be lenient and put candy in the air slightly so you could avoid it while you're learning the enemy)
For the new enemies, they're pretty much how I said they would be, though the grappler enemy will be a bit rare in this build. She'll show up more when I add a few more levels.
Filimuri Lion Piken - You'll encounter quite a lot of these. They keep their distance from you for the most part and will block your attacks from a distance. They stay tethered to an area and won't pursue you beyond a certain range. They also will only run so far from you before their leash runs out.
I added in a kind of 'block durability' for them, which I think I haven't expressed very well since they use the same guard indication as the golem. The golem's block never runs out, but the Piken's block has durability. If you keep hammering away at their guard, their spear will eventually break and they'll be vulnerable. Though during this time, the caster, or another piken, might attack you from behind their ally. They will also block Magic Star damage, but it hits their block MUCH harder than others.
If you don't like the 'bullet spongy' feel of chipping away at their block, then move in quite close and look for them to ready an attack. At this point they won't guard and you can get off a free series of hits. You can also just attack them at very close range and they won't block. (And the blade will destroy their spear instantly too)
As well, if you stand away from them long enough, they'll throw a poisoned dagger at you. (You can also hit them during this) They will still throw the dagger at you if you destroy their spear and will continue to try and maintain distance from you. (Like a lot of projectiles, the blade can destroy the dagger mid flight)
Filimuri Mystic - There's a good amount of them. Like the Piken, they keep their distance, but they won't block you. They're easy prey if there is no one to guard them. However if you don't make quick work of them, they can be quite dangerous.
Most of the time they will wait for you to be standing on the ground and attempt to strike you with a bolt of lightning. There is a charge up time and rolling thunder to warn you it's about to hit. (I also have a small spinning circle appear at your feet, but it's not as noticeable as the faded lightning) If you stand between the two end points, you'll get zapped just as bad as if you didn't move at all. If you barely avoid it, you'll be thrown upward.
If you run off, they will attempt to cast a ball of lightning your way, which will endlessly pursue you until you stand on ground and let it deploy.
Finally, if you rush them down, they can squirt water at you and shove you back pretty hard. You can avoid this by attacking at mid range, or by jumping and trying to swipe at their head.
Also, I didn't mention it for the piken, but both the piken and mystic will go back to idling if you leave them be long enough out of their sight.
Filimuri Grappler - There are very few of them in the current levels. I tried to really emphasize giving them a nice intro. I will avoid spoiling how I tried to do that though.
The grappler hides while having an item as a lure (usually a gummy worm). If you take that item, then she'll jump out and attack you. While hiding, you can't hit her or inflate her or anything of the sort. But you can just not take the bait and avoid her ambush. (Most of the time)
The grappler is armored and won't suffer stuns until you break her armor. She will also soak quite a bit of damage before going down. To balance this out a bit, she doesn't actually do any direct damage to you. (Though you can get poisoned by touching her after her armor is broken)
The grappler is a bully however and will spend her time trying to grab you and take you to a 'nest' location. (I manually define these) When she grabs you, you'll get a little button popup showing buttons to press. (Basically left and right which you need to press back and forth) You will need to struggle to escape her grip otherwise she'll slowly push/pull you to the nest location. To make matters worse, if you get hurt, she won't let go of you. (You still get iframes though)
Once at the nest, she'll release you. Then she'll occasionally shove you (quite hard). If you go outside the nest, she'll pursue you and try to bring you back to bully you more.
And this is a good time to mention that while the other two filimuri can be squished by blueberry form, (You will need to jump to do so) the grappler can't be. In fact, she will still grab you and roll you toward the nest. (Or fling you over her shoulder if the nest is behind her) Worse than that, you can't struggle while you're a blueberry. (Though you will still squish enemies if the grappler rolls you over them) You just have to hope the blueberry form wears off before the grappler decides to shove you off a cliff. (She will release you anytime a TF form ends. She can also grab you while your boobs are inflated if you lower yourself down to her level. She won't touch you while you inflate/transform, but the animation lock can mean she'll be readying up a grab just as you finish pumping up.)
Ah! But I almost forgot fatty ratty! There's only a few instances of him in the game right now, but he'll be sprinkled across the game and I will even likely have a couple stronger recolors of him later down the line.
He works very simply. He will chase you down and hit you with his bag, stunning you for a long time and stealing your spell. If you don't have a spell, he steals golden candy from you.
After pinching your pennies (or spell), he'll run away to a designated spot and attempt to jump into a cartoon hole. If you hit him before this, he'll drop your stolen goods, and usually a little bonus. If you fail to stop him, then your stuff is gone for good.
Also I wouldn't bother trying to inflate him. This fatty ratty is inflation immune and will only giggle at you for trying.
One other thing to mention is that there is a new silence mechanic too. Though the silence mechanic is localized to shadow crystals. Currently there's only a few situations where you'll encounter them. Silence just prevents you from casting a spell. It's indicated by a big blue X over your spell icon and will make a fizzle sound if you try to cast while it's on you.
Oh and I added a menu item which lets you select what you want your max boob size to be in case you want to limit it. Currently you can't get boob size too big so it's somewhat irrelevant, but it'll be there in case you want to limit the size later on down the line.
And that's pretty much it. I have a devlog to write as well so I'll do that and then I am going to go to bed as I have been up way too long trying to make sure things are as polished as can be. If you've read this far then please accept my thanks for both your interest and support!
Edit: I completely forgot to mention that you will have to delete your config file to run this build since it has new options in the menus! Sorry about that!
Edit 2: 0.5.0.3 Fixed up some small issues. Fatty Ratty was only giving back windforce spells regardless of what he stole. I also made a slight adjustment to the filimuri behavior as they were getting stuck on edges. And I modified a couple of areas just a bit because the intended effects there were not working. (Silencer not being obvious and also making it so you couldn't even use your spell on the balloon. Also a couple areas where filimuri would move in a way to make it so they couldn't see you and be easy prey for the player.) Also a few menu display issues. (Though I didn't fix a small bug where your max power doesn't show as increased until after you pick up a symbol. It doesn't affect the actual cap, just makes it so you have to pick up a symbol to see how many your max is)
Edit 3: 0.5.0.4 I fixed up some more small issues. I fixed a crash on enemy dying under rare circumstance. I tuned the gargoyle boss slightly so now she shouldn't be able to get stuck in or on solid objects. I also fixed Aria's chest still showing after perishing. And I modified the menu text to say 'aspect ratio' instead of resolution. There are a few other tweaks too, but nothing noteworthy.
Edit 4: Updating to 0.5.0.5, added in a retaliate mechanic for the filimuri piken. Now when you pressure them with attacks, they will move into their attack stance forcibly (even if blocking) and attack at a faster rate (and recover quite a bit faster too). During this 'retaliation attack' they will take half damage and you'll be notified they are retaliating via a pop up icon and SFX similar to the block icon. I also nerfed the shuriken damage at max power level by 25% and boosted the damage of the level beneath it to the same amount as max level, just with only 4 shurikens.
I have also changed the block icon for breakable blocks to a wooden shield icon to let you know that it's breakable. Though now that they retaliate, it's unlikely you will need to break their block anymore. I lowered their max block health by a modest chunk. (And I slightly increased magstar damage so now it should bust their block in just 3 hits while still only raising their retaliation counter by 1. So you can break their spear with magstar and not trigger retaliate for example.)
I have modified the weather so now all weather should last almost double the duration it did before with the exception of clear weather which should be more than 3x the duration than it was before. It does still pick the weather randomly though with the exception of stormy weather which it attempts to avoid storming after it's already stormed. I may adjust it further though, but this should definitely result in more clear weather.
I also added in a new item somewhere in the beach area which functions like the weirdbox in that it allows you to buy a couple more items from Shopia.
There were also several fixes to systems which would've caused crashing when more unlocks came about, but thankfully the problem was spotted early and fixed. (It was a stupid problem I should've seen when I was programming it too)
And one final note, I finished the gargoyle death animation and her dialogue for if you beat her while she's hypercharged. (Though she only speaks to you if you beat her after hypercharging her)