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So, I finished the mini-quest and a new scene, but I got an unexpected bug report (thanks to silentwatcher for being so helpful!), and I have been working through it (I fixed about 10+ important bugs, a lot of text issues, and I am not done yet). I have decided to take an extra day or two to see if I can fix all the remaining important issues, as well as do some basic testing for the new content, maybe add something if I find the spare time.

I don't have much else to say, so look forward to the imminent new release! ^_^

Comments

WiredRM

Good job squashing those bugs!

Tanner

Sounds good to me. I'll keep holding back on the list of corrections till the new version drops. I know you have enough on your plate.

mdqp

Thanks for your kindness, I'd rather not die of overburden! XD

AlwaysGrowing

Well I recently stumbled upon this game and whilst I lack money wish to offer a supplement of feedback/bug reports. (using v0.65b - public release). Bugs: The alchemist quest after completing the task to maintain the potions for a minute leaves the timer in the top right corner at 00:00 even after saving and reloading. Talking to the merchant during or after completing the alchemist quest allows you to reacquire the supplies. This also creates a situation where you can repeat the task of taking care of the potions. Only that in this instance when the timer hits "00:00" the alchemist does not return leaving you completely stuck in the basement. Various tiles that you should be able to pass through you can not (and vice versa). (This includes the smoke by the Gear shop, The trees within the forest by the 'magic sealed door', The back alley next to the bank you can climb up the 'cracks' to get on top of the wall, The railings in the mage's guild take up an entire tile) -More critically the final floor in the second temple you can walk over the water by the exit before getting the transformation. Interacting with the stone that activates the portal no longer allows you to go back and makes it IMPOSSIBLE to receive the transformation (since the door will not re-open). *apologies if any of these are already fixed as I do not have the latest release. Other notes: Various grammar/spelling mistakes in a lot of the dialogue. If you aren't a native English speaker I can correct these sorts of things should you need help. Otherwise I imagine you just tried to get the text in quickly and look to correct them once the main content is in the game. Example - ..."you are upbringing"... instead of ..."your upbringing"... when talking to the priest regarding the 'cult' quest. (In Rahib)

mdqp

I appreciate all sorts of help and suggestions to improve the game, it's not always easy to offer money, so I I fully understand (I am happy you enjoy the game enough to offer help :D). Let's see, I believe all the bugs you mention did get fixed with the new update, but a few of the passability issues you mention had actually snuck past me, so thanks for bringing them up. The problem with the railings is part of how RPG Maker handles tiles. I can probably improve the side ones (which admittedly are the worst offenders), but I can't do much with the ones going horizontally, because there is no way to handle them gracefully. The characters can either appear above or below them, and both look bad (you'd think making them appear above the characters would be good, but then it cuts the heads of the characters standing right below @_@). The second temple issue was thankfully fixed with the latest update as well. I am not a native english speaker, and I do write directly inside RPG Maker to save time, so there are a LOT of typos and other issues, if you find them, just let me know, and I 'll try to fix them. Did your message cut off?

AlwaysGrowing

No sorry, those were just the things off the top of my head.

AlwaysGrowing

Doesn't RPG Maker allow you to make a tile "passable" but unable to move through the tile in any of up/down/left/right? (I.E. The vertical railing is able to be passed from all directions except the left - Horizontal would be all except down.)

mdqp

Ah-ah, no need to be sorry, I guess the "(In Rahib) part made me think there was going to be more. In theory you can set passable tiles to only allow certain directions, but that's not true for tiles which are supposed to appear above the player, they remain passable in all directions, so we can't get the nice effect of walking behind the railings, while being prevented from walking ON it. Also, no matter what, if the tile appears above the players head, if the player can walk one tile below, it will get his partially obstructed (because characters occupy some pixels of the above tile with their heads). So it's a quirk of the engine, and can't be easily fixed. :(