0.3.5 P2 - Bugfix Patch 10
Good afternoon!
More issues have been fixed- these are largely with side quests and deprecated content. If you talked to a Shady Guy outside Highfort after the Silent Keep, download this patch before entering Highfort, it will mess with progression and be very confusing otherwise! (If you already did, send me a message, I can fix your save for you.)
EDIT as of 7:55: I patched the patch to fix some minor issues. You probably want to download this one if you're using the Vim Crystal or its upgrades.
The fixed 0.3.5 P2 has replaced the main download.
BALANCE CHANGES:
- Attack Focus and Defense Focus, while only slightly impressive on their own, were ridiculously strong when stacked, to the point of trivializing a lot of content. They now give only +1 to their respective stat, but an additional +2 to that stat on equipping the first one of its kind, and an additional +1 on equipping the second.
BUGFIXES:
- A demonic time-space anomaly taking the form of a Shady Guy would previously appear outside Highfort and give Brill a note, which was deprecated content and would mess with switches for a different sidequest. He has been banished from this version of the game; fortunately for Brill, his was an idle threat.
- Ulfar the Ruthless now uses a different switch to determine whether he's been fought.
- PB-44 "Harrier"'s Superheavy Mode finally finished automatic updates, and now properly alters its stats.
- Second Patch: The Vim Crystal and Greater Vim Crystal, instead of boosting Rock Wall's effect rate, were boosting a stat that doesn't do anything. They'd just sit there and lie around. After the re-patch, they'll actually do something.
- Second Patch: The Stone's Throw effect wasn't rounding up, presumably because its house was missing a ceiling. A Math.ceil() has been installed, and now the Stone's Throw effect will round up properly.
- Second Patch: Dragr Frossverds were sticking around after using Spite Smash, presumably ranting and raving about how apothecaries are OP and need a nerf. After the re-patch, Spite Smash will properly cause them to fade out like all monsters at 0 HP.
- Second Patch: Test monsters are no longer appearing as ??? slots in the Bestiary.
TEXT FIXES:
- A few overflow issues were fixed.
- The Check data for Magnes's Thunder Clap is no longer all red.
Files
Get Ruphand: An Apothecary's Adventure
Ruphand: An Apothecary's Adventure
Follow Brill Yance, an apothecary from a small-town potion shop. Choose actions carefully in a tick-based battle system!
Status | In development |
Author | DoctorSpacebar |
Genre | Role Playing |
Tags | alchemist, Crafting, Female Protagonist, JRPG, RPG Maker |
Languages | English |
Accessibility | Color-blind friendly |
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Comments
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Not sure if I entered Highfort after Shady Guy talked to me, but have my save just in case:
https://drive.google.com/file/d/1ceFRl1xvrNhC8wcijrf2TNNioGKCF8NO/view?usp=shari...
All right, should be no problems with your save.
That max-attack build is still pretty strong! Even after the change to Attack Focus, it's 43 before boosts from the Coronet. (On the other hand, -9 defense might be an issue if you go for time-consuming strats like an Overcharge.)
As for the issue with Ulfar, I did the fight with your file and it looks like it's all fixed on my end. Latest update should have it working properly.
Tried Ulfar again, I could win if I just used potions. hehe!
Spite Smashing Dragr Frossverds still seem to stay on screen, instead of disappearing?
Oh, with the Focus updates, there's no reason to mix and match beyond the first 2 of each, since they just cancel out. Hmm. Well, more reason to try new damage boosting techniques like Nature's Boon, Great Vim Crystal, and Stone's Throw.
Uh, did I just waste 2K Sil buying 6 more Stone's Throws? They don't seem to stack with each other.
They definitely stack on my end- I did some testing with a Super Powder of Rock and 1 vs. 10 Stone's Throws, and an Autoreaper took significantly more damage. (EDIT: Yep, they stack, for sure. After taking off amps, 9 more Stone's Throws took a Super PoR against a Blocking Wood Scorpion from 17 to 71! Increase of 54, so 27 total attack added as intended, since they're weak to Earth. That'll really shake things up.)
I'll look into the Spite Smash issue later tonight.
https://drive.google.com/file/d/1xnUEAVhXOXYdNe3c7LS54VdRJxlQxa2Y/view?usp=shari...
Thanks! Good luck with the spirits! Testing it myself... Punching a Sunstaff while wearing Great Vim Crystal and Nature's Boon and some other stuff: 13 damage.
Put on 7 Stone's Throws: 18 damage. Not even +1 damage per Stone's Throw, and with the Great Vim Crystal, it should be +2 ATK each Stone's Throw because Ceil(3*1.5/4) = 2
... Or am I reading the description wrong, and the rounding / formula happens differently?
...
In other stuff:
Is Enemy 134, the Gynosphinx? And it's ??? because we can never defeat him?
And what are 180, 182, and 183?
Well, I think I know what might have been messed up. The Great Vim Crystal didn't even have the boost attached- it had a "State Rate" boost instead of the Element Rate boost Wall normally runs on!
Enemy 134 can be found in Highfort. As for 180, 182 and 183, it looks like I forgot to hide some unused test data- this will be fixed with the next patch.
Time to give Spite Smash another look.
EDIT: Well, that was easy. Just needed one line of code! I'll probably just re-patch this patch.
EDIT 2: The patch was re-patched. Patch-tastic! Patch notes have been updated accordingly.