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AJESTREMIA v0.11.2 -> Hotfix

Some players could not start the game after 0.11.0. Loading a save could trigger an error message and block progress.

v0.11.2 fixes that (and other problem). You can load your save again without that error.

Update to 0.11.2 and reload your save from 0.10.0.

DEVLOG 0.11.0 (copy/past of the previous):

Version 0.11.0 - Plains Route / Mounts / Escort Update

Main Story Changes

+Expanded the map into the plains (points 29–36) on the road toward Cité Perrault+This is the last forest-arc update before Perrault content

World / Map Changes

+Added plains travel route toward Perrault+Added mount jump travel on flat terrain (stamina cost)+Mount jumps require an equipped mount +Updated map HUD to show the equipped mount icon (top right corner of the map)+Added plains vs forest travel rules for mounts (for later)

New Characters

+Added Châtaigne (horse seller) (i love her music theme!)+Added Gigi (foal companion scene behavior / SFX)+Added Cart Merchant / Charretier (escort NPC)

Enemy Changes

+Added 3 mob thief/bandit archetypes: Knife Bandit, Pickpocket, Bramble Thief+Added unique skills / icons for thieves (Knife Throw, Steal, Javelin, Weapon Recover, Flee Feint, etc.)+Added dedicated plains thief battle music+Added thief loot (look at the screenshot , there is also no-useful item didn't mention , it's for later in the game for crafting like string, rope, leather strap ,dirty water, etc..)

Quest Changes

+Added merchant escort quest (first escort-type mission setup)+Escort can be offered/caught up on points 30-34 if missed+Added cart ally in combat (special guest ally)+Added escort success reward / fail penalty+Added escort failure aftermath dialogue if the cart is destroyed (later consequence)

Mount Changes

+Added Plain Mount I purchase at Châtaigne+Added mount item sprites / icons+Added mount food: Carrot / Sugar for horse+Added mount endurance system+Added mount equip slot behavior (armor screen) (was in the 0.10.0 but now it's fully setup)+Added mount tutorial (skippable)

Items / Craft Changes

+Added Irritating powder , combat confuse tool+Added Whetstone , combat ATK boost+Added plains craft materials (string, rope, leather strap (, it's for later in the game for crafting))+Added rare ~1% recipe drops from bandits+Added craft unlock setup for later systems+Fixed Dirty Water naming in french

Hellper / Combat Systems

+Added Hellper passive equip tutorial (skippable)+Added Skill Leveling system for Stealth Claw skill (executions → skill LV)+Added Skill Leveling tutorial+Improved Clairvoyance predictions (multi-hit bleed, MP drain display, clearer targets, even cart target)+Iv'e buffed the temporary DEF bonuses in combat (change the formula of defense)+Stealth Claw threshold updated (x2 at ≤75% HP) instead of 50%

UI / QoL Changes

+Added permanent hide for end-turn combat warning (+ re-enable in Preferences → Combat)+Added shop red category markers (shows what the merchant sells)+Added / fixed several missing translations (more may remain)+Improved inventory / shop / combat UX polish

Sound / Polish Changes

+Added cart rolling SFX+Added Gigi movement / snort / gallop SFX+Improved knife throw / steal / incubation SFX

Bug Fixes

+Fixed bug ,combat incorrectly starting after opening then leaving the map+Fixed monster dagger attacks not applying bleed correctly+Fixed Bramble Oitment healing MP instead of HP on some old saves+Fixed some tooltip sticking on screen+Fixed various Clairvoyance / riposte target prediction issues+Fixed point 15 sound issue

Known Issues / Things To Do

+No dedicated plains background yet (planned for a later update)+Some minor bugs still on the to-do list+Optimization / game size reduction not done this month (could take ~1 full month later not in those previous update)+Some bridge content for the wait until next update was cut for time+Contract board was cut (was suppose to be there)+Linux & Mac havent been fixed so there will probably have some bug that was on 0.10.0 ...+Cité Perrault content comes next

Thanks for playing!(Tell me if you like this more straight to the point kind of devlog, or if you prefer the old style where I talk more and go into detail.)

Files

Comments

momas45

i cant progress after leave edel bantits too strong

Maidz

Sorry to hear that. I’ve added new equipment in the next update (0.12.0) that will help.

momas45

when you next release?

River

I was stuck there too, but it is possible to get through. My way is to walk back to the forest and level up to lv9, then I managed to kill bandits with items. But anyway I think this is too hard, those bandits can just one-shot me in one round if I don't go back to level up.

Maidz

Yep, a lot of people have had the same problem those new mobs are really hard to fight, my bad… I’ve added a new piece of equipment with a new mechanic that will make fights easier for players. Even so, I think I might reduce their HP, or let bandit like this and count on this new piece of equipment (or any suggestion i will receive). I guess I’ll make a poll and ask people about it really soon, before the release.

River

Good to hear that. But I think only reducing their HP would not help much since their attack is too high that they can kill MC in one to two rounds with good RNG, especially the bandit with a sword. If you reduce their HP too much and let player one-shot them, the fight will become boring. I think a better way is to reduce their attack (For example create a bandit with a wooden club or just reduce the stat), let players have a chance to use spell and items, it would be more fun. Separate thief and bandit for begining of the game may also be a good idea.

River

And I feel a little bit unfair that they drop fewer rewards than boar, considering the difficulty.