v0.7.4
Bugs:
- Fixed where sector map and map 1 events looked different depending on which direction you activated them from.
- Using the Move Events Core plugin to fix phantom wall bugs, especially in underground maps
- The transporter console cancel "button" wasn't using the new event I made that also handles the dynamic sprite selection
- Removed some transparent walls in the crew deck of the survey ship
- Fixed small bug on laser puzzle from mid to left that caused the smallest laser to disappear
Side Quests:
- Working on puzzle for helping to fix ALICE further.
- Completed puzzle that will help to fix ALICE further, making one possible ending easier to achieve.
- Setting up story and location to find out more about aliens and last survey team
General:
- Language support
- All menu elements not extended by the menu core plugin support Spanish
- Added new gatherable foods for Wg gameplay for 9 in total. Adjusted WP and Dist amounts for each
- Gatherable foods will still provide some WP restore at the cost of some Dist in a pinch, but amounts are reduced in favor of crafted foods.
- New craftable food menu for Wg gameplay, with 15 recipes. Adjusted Wp and Dist amounts for each.
- Recipe ingredients entered. Entered into the bio-processor
Rewrote the battle formula for Deep Scan. Now hits much harder than a basic scan. Still going to keep the energy costs for abilities at their new, cheaper amounts.
* More research into existing plugins
- Enhanced TP mode hidden from character menu until it can be made relevant
- Made some unnecessary states hidden in the character menu
* Working on Preg gameplay mode pending art assets
- Setting up new skills for new monsters and encounters
- Fixing logic for the different way that distortion would start to accumulate in the MC
- New logic for handling the different conditions for the emergency transport
* Working on story cutscenes and dialogs for Wg story
* Created the first branching ending! Story and dialog are not complete for each yet, but there are now two possible endings to the story
- Obtaining the home ending has enough of its conditions ready to be triggered. With more possibilities to be unlocked later.
- The first branched ending has enough dialog to comfortably fade to black until more content can be properly added.
* Jump drive gauge will now read correctly when charged. Well... eventually
* Tweaks to Wg specific states hungry and starving. Testing to ensure that these states are more significant in gameplay
* Fun with puzzles!
- Big hunt for enemy art assets. Lots of new enemy art to go with an enemy revamp.
- Working on attribute numbers now for load balancing, implementing into 1st map A-001 random encounter framework
- Cleaned up 1st Act smoke around damaged systems on the survey ship
- And added a visual aid to see the jump drive charging status.
- No longer see the MC in the bottom corner during the beginning intro
- Ending cutscenes has removed the MC from the screen.
- Improved the personal logs so that they all appear on the same choice menu.
- Added more texture to the snow map, because hopefully players are not so blinded. (Seriously, wasn't that bright in RPGM editing.)
- Auto Battle removed from menu settings. Was causing wonky effects in battle and paralyzing enemies.
Story
- All Wg personal logs are completed and tied into the game
- Finally have second ending art in the game, and a small cutscene for it.
- Added in puzzle to help attempt to fix ALICE before trying to return home to help achieve one possible ending.
- Add in path to activate alien artifact to trigger second ending. Will improve in later release.
- Provided a prize for solving the puzzle on the snow map. Better dialog in progress.