0.3.5 P2 - Bugfix (and more) Patch 17


EDIT AS OF 10:00 AM, APRIL 8: The patch has been re-patched with some minor adjustments.

Good evening!

This patch doesn't just have bugfixes- it has features! In addition to fixing a few issues with gear, I've added something cool to the game with this one.

As always, the new patch replaces the main download.

NEW FEATURES:

  • Blocking an attack now plays one of three short animations depending on whether the attack was a Thunder attack, and if not, whether it dealt 0 damage or not.

BALANCE CHANGES:

  • The Electromagnet Shuriken was pretty underwhelming for a Trinket. Its Shuriken counterattack now ignores Block, similar to a Thunder attack.

BUGFIXES:

  • Sir Reus's War Shield should now show its Shield Bash in the Skills menu when Brill blocks with it.
  • Dynamis Jolt should no longer have the same animation as Holy Water. I mean, come on, they're completely different elements.
  • The quest The King's Request should now properly be counted as complete at the right time. If you already completed it, just talk to the King again.
  • The Electromagnet Shuriken's counterattack has undertaken its own strict ninja training regimen, and now no longer has 20% damage variance.
  • Second Round: The valves in the Concealed Prison no longer hold you up for 60 frames. We don't speak valve, but we think they were asking you if you'd like to talk to them about your Raft's extended warranty.
  • Second Round: The Enervator Squad now actually appears when you enter a wrong combination. Yg'Xel the Acquisitor apologizes for a lacking punishment, and will endeavor to fire more laser beams at you in the future to make up for it.

TEXT CHANGES:

  • The Alchemist's grandchildren have new dialogue after completing The Best-Laid Traps, and again after completing A Royal Pain.
  • Second Round: The Conscientious Darknyte now has altered dialogue when you've talked to him again, and some of his dialogue options now reflect completion of A Royal Pain.

Files

Ruphand 0.3.5 P2.zip 514 MB
Apr 08, 2023

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Comments

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(3 edits) (+1)

Just rushed down to the bottom level of the second dungeon. Then went up. Is the Enerverator Squad supposed to appear immediately if I pull the level in the wrong combination? Because I'm not being attacked...?

It's a bit slow to regain movement after turning a valve?

Maybe change the message near the Conscientious, if Brill already talked to him, like I did?

...

Oh wow! Such trust in my combat abilities after "The Best-Laid Traps"! Aww!

Where's the Tailor's daughter in their new home? Then again, not like she can't go exploring, it's so safe! ... And I just found her! I was right!

I wonder how the Illusive Rune combines with the Protect Cape, since they both give Dodge on Block...

And got all the river loot! More HP!

Soft Potion used! Aw yeah! Noble noble!

Just looked at Brill again, is she always blushing in this state?

(2 edits) (+1)

EDIT: Dang, I forgot to set the Enervators' switch. I'll do a quick "second round" patch for that.

Yep, Enervator Squad's supposed to show up right when you leave the room with the combination. Is it doing so? I'll test real quick.

Minor Spoilers Below:

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I imagined Brill's disguise includes a small amount of makeup, largely because it'd be another small thing keeping anyone from potentially recognizing her if she'd been spotted in the previous stealth segment.

(1 edit) (+1)

Makes sense!

I was talking about the Undergravel hole message, btw. Sorry for being vague.

Is dousing the "eerily cold flame" in the secret passage, supposed to trigger a battle immediately? Or is that just the orange enemy at the table that talks. and is close enough to see Brill when she can interact with the flame anyway?

(1 edit) (+1)

I originally planned on having an enemy jump out when Brill doused the flame, but scrapped that idea. The miniboss squad there ended up replacing that idea.

On that note, the reward you grabbed from it is definitely going to help in a certain sidequest! It'll be relevant for the majority of main story content in 0.3.6 as well.

(2 edits) (+1)

EDIT: Should the enemies in that room respawn? Even the miniboss does?

Well, I managed to get the miniboss to stop chasing me, while they were on the other side of the room, then grab the medal safely.

I'm amazed how much possible utility I'm getting from the Warded Ballgown. Healing and straight damage reduction is really good. Then again, I don't need it for my current strategy against the eerie fire miniboss squad.

Because my main issue is that the Brass... Good pun by the way. Brass as in leader / officer, and metal of armor!

Anyway, Charged Spellblade really cuts into my Block for Starforce strategy, but it only Charges as long as the Hollow Shredder's on the field, and the Shredder can Block, reducing 20 Star Burst to 0 damage, buuuttt the Brass still takes damage! So, I just keep my Bursts around there, and chip away at the Brass safely!

(+1)

Yeah, they should all respawn. The miniboss squads in the Furnace room also respawn, mainly because they're key to the room's gimmick.