Build 0.5.3.12 (Patreon)
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Content
The current version of the game and details on it.
Small update with some QOL, a sign added to bristle field to notify the player that there are sometimes split paths, Melphi now blimps Aria when kissing her, and inflatable Silver added to the main menu as a way to have links to sites shown.Known Issues :-Crossy Ratties added to the wharf area and gobbos removed. Crossy ratties fire projectiles which hit quite hard, but they also project when their attack comes, when you are in range to be attacked, and they also have a significant reload time. If you approach a ratty too close, they will throw their crossbow at you and then attempt to use a smoke bomb to vanish and escape. If you attack them with a projectile weapon while they are 'thinking' (yellow ...) they will attempt to jump over the projectile and fire a retaliatory shot if you are close enough for an attack. They are vulnerable while reloading (but will still throw their crossbow at you if you get too close) - Added in 0.5.3.8
-Few small changes to hidden boss's arena. Modified the segment you have to 'jump across' to be more clear what you have to do and also to make it much more of a consistent jump instead of hoping the game actually catches the ledge properly for you. Also added a few healing items to the arena and one single MP pot to cap your mana off so you don't accidentally pick up the big pot while you have almost full mana. (won't protect you from doing that if you go to her after getting more mana though)
-Retaliatory bubbles crashes the game when hitting destructable loot box types such as crates or large gumdrops - Fixed in 0.5.3.8
-The first sign you encounter at the first Candimus Island will crash the game (Only impacts ver 0.5.3.6) - Fixed in 0.5.3.8
-Windforce can cause a crash, but as to what causes it is unknown currently. If you get any crashes while using Windforce, please report them.
-The second underground Candimus room is unnecessarily punishing, forcing you to blimp up a jelly'valay, then jump some pits. If you fail the jumps, you have to do the jelly'valay all over again. I've added a checkpoint after the jelly'valay. - Change in 0.5.3.6
-Some potential performance issues in regards to the way GML runs and how I have it set up. I'm attempting to see about improving it - Changes in 0.5.3.6.
-It's possible to get stuck in the floating mountain shrine by not going through the doors fast enough while being inflated with the S milk jugg. - Fixed as of 0.5.3.6
-Aria can maintain the silver milkjug form by using the teleporter in the floating shrine. - Fixed as of 0.5.3.6 (Sorry, but there are too many potential bugs and exploits to allow this one to remain and duration of said buff is simply too significant. (40 hours real time, though I did shorten it significantly) Also it causes the player to become softlocked anyway.)
-Filimuri lightning causes a memory leak (Not really since it's temporary, but it's still soaking up unreasonable amount of resources) - Fixed as of version 0.5.3.6
-The game uses the wrong GPU on some systems causing significant performance loss. (Will be testing a new version with GPU forced which will file under 0.5.3.6e!) - Uncertain, try version 0.5.3.6e if you experience performance issues! (The dev builds from now on will include this)
-Gems picked up are not lost on death. Pertains specifically to gems you pick up before transitioning to a new area.) So if you pick up a gem, then immediately die, you will retain that gem. - Fixed as of 0.5.3.6-If retaliatory bubbles hits a barrel that is mid flight, it will cause a crash. - Fixed as of 0.5.3.6-It's possible for filimuri grapplers to lock Aria against a wall or solid objects. - Fixed as of 0.5.3.6-The player is able to bypass the death cloud in the undersea by using phoenix dash, or rejuvenation without the proper upgrade. - Fixed as of 0.5.3.5 (There is also a new NPC in upper Kirizimi who has a couple of hints about a pair of unlocks)-Bronze Membership card not offered by Shopia after visiting the Inn and quitting without purchasing it. (You can work around this until I fix it by taking the Kirizimi boat ride again and then buying it before quitting) - Fixed as of 0.5.3.4 (Should be retroactive)-Game crashes during the intermission before Telumur and after the gargoyle/golem boss fight. (Probably also happens near Kirizimi) - Fixed as of 0.5.3.3-Ceranix retaliation causes a crash on new boss fight if you get hit by one of the attacks. Working on fixing it. - Fixed as of 0.5.3.2Latest version: 0.5.3.12Last updated: 8/6/25AS ALWAYS, back up your saved game file just to be safe!Before I begin attempting to document all the changes that I remember, I want to apologize. Even though I intended to add one more creature, I found myself short of time to do so. The reason for that being that I made the questionable decision to add a boss fight of sorts at the last minute. I didn't plan for it, I just sorta had sudden inspiration for it while working on the shrine. Speaking of, if you can figure the shrine out, you'll get to fight her. I'll spoil the 'who' of the boss fight, but let you figure everything else out. I've tested her quite a bit so she should be beatable with all of the weapons, though she is quite difficult and requires you to be quick. Less of a traditional boss fight and more of a stage boss encounter. I hope she's fun to fight!I should also apologize in that I sort of lied about not doing any expandable NPCs until later. Sort of because I didn't plan on this, but uh, the boss is actually one of the voted on NPCs that's expandable. I'm sure you can figure out who considering where the fight takes place but yeah. So I guess the hidden boss is our first NPC who you can expand! (Though you'll need to beat her first)But the creature I intended to add? Well I would still like to add them of course, though I just don't want anyone to wait any longer while I get them sorted. I still have to add most of their animations and program them. So I replaced them, for now, with their gobbo equivilant.Here's their base, damage, and defeated sprites in a .gif to at least give you a peek at them.This crossbow ratty is meant to take advantage of the fatty ratty stun and I wanted to make it so he would follow the stun up with a high damage attack, but would otherwise fire bolts similar to the bow gobbo. I also may make him do what I do in Chiv 2 and have him throw his crossbow at you if you get too close. (Maybe) Otherwise I may make it so if you attack him while he's loaded and hasn't fired, he'll jump and shoot at you, but give him a really long reload. So you basically have to wait for him to attack first, then attack him. I'll be working on him and replace the gobbos with him after. (Though I'll have to test how powerful he is. The archer gobbos right now can be really annoying, but without the passive energy drain, it's honestly not that bad, just annoying to get ratty stunned and then pecked by arrows immediately after. If you play through the wharf area, let me have some feedback on how you feel about the setup. I may end up only replacing a couple gobbos and deleting the others, then make crossy ratty very dangerous to leave alive)Now that that's out of the way... lets talk about what this update actually contains... (That I can remember)*Content*-Added an inventory function-Added a map to the inventory-Added six types of gems-Added Kirizimi Cove-Added Kiri Sea-Added Kiri Undersea-Added new puzzle shrine-Added numerous upgrade items-Added new short storylet-Added new quest system and a few quests-Added new elixir system and Alyssa, the alchemist NPC who sells them-Added blacksmith Sio'nico (weapon vendor) who sells you weapons for a high price (makes the purchased weapon your default too)-Added spell vendor Tuloi (Also has a quest if you can find her)-Added gem trader PoiPoi (Also has a quest)-Added main quest giver Li'leyna and a simple main quest needed to progress-Added Vadeya, an NPC who will comment on your current size and talk to you about Malphosia-Added a few NPCs. Some of which give you hints to hidden things-Added a hidden boss*Quality of life changes/additions*-Modified stair system to make it so you automatically ascend stairs. Holding down will let you go down stairs attached to platforms. Hold down to hop off stairs while ascending them. You can also change the behavior of stairs in the menus.-Modified platform hitboxes so now Aria should no longer be one pixel lower on platforms-Modified the functionality of purchasing some items so that it should always auto pickup items after you buy them. (Except where you cannot in the case of buying an MP potion)-Modified save file system so it shouldn't be necessary to delete your config file again (hopefully)-F2 brings up the debug menu and F3 removes it. You can access the debug menu even if you are using the regular build of the game. It's not really necessary for anything, but it's there in case you want to check your FPS.Something else I should note is that when I added the map to the game, it now causes some brief pause at times when things are loading. Such as when you load your game or save. It shouldn't have any impact on the actual game itself, just when it's saving/loading is all. This is because I added a second database for the map data. Which I doubt we'll get through all of the possible map data.But I think that's all. At least all I can think of. Feedback is very important here so I know what is and isn't fun about this since a lot of it experimental. Please let me know what you think and I hope you enjoy it!Next up I am just going to be shoring things up with this for a little while, fixing stuff, adding that last enemy, and then I will move onto version 0.6.0.0 and the next official boss!