0.3.5 P2 - Bugfix Patch 30


Good afternoon!

We've hit 30 bugfix patches in one update. Thankfully, these bugs aren't game-breaking! I'd still recommend updating, though.

As usual, the fixed version replaces the main download.

BALANCE CHANGES:

  • The Nature's Boon medal now grants 2 turns of Rock Wall to both Brill and any allies at the beginning of battle.

BUGFIXES:

  • Some region IDs were making the hot spots near the lava fall in Scaldmont Crater way too hot. These have since been patched.
  • A vine in the Barrier Wood now properly can only be climbed up and down.
  • The Cursed Coronet tried to sneak in a 20% Earth Amp and 20% Water Amp in addition to everything else it gets. It'll no longer grant this- it's already strong enough.

Files

Ruphand 0.3.5 P2.zip 518 MB
Apr 24, 2023

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Comments

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(1 edit) (+1)

Correction on my previous info. If I abandon the Great Vim Crystal for a second Ring of Reprisal, I can get, like... 171 ATK? Even with 18 Stone's Throws or so, the Great Vim Crystal isn't as good as a fully powered Ring of Reprisal.

Still, very risky, and very specific enemies are required, to even survive this strat. It's not working out in the current Endgame anyway.

https://drive.google.com/file/d/1hjiH-i4YlVF-xBD3DleTM0z5r0Ih0hpM/view?usp=shari...

(1 edit) (+1)

I just realized from that save that I forgot to set the well's BGS to not turn off. Thanks! (EDIT: Also, somehow the Meteor Shower ended up with a Wind animation- that'll be corrected next patch as well.)

Also, wow, that's some serious turn 1 attack. I could see "Danger Brill" being a very powerful setup under the right conditions.

(8 edits) (+1)

You're welcome! I'm not sure if that was the reason I set my Background Sounds at 20% and I just didn't realize it?

In other things, I can get even more damage, if I use the Haunted Aegis. Even though I have to Block first turn to get the Attack boost out of it, turning the Cursed Coronet to a 175% ATK instead of the regular 200%. Still, I survived starting the battle at 1 HP since Griffons can't get through the Block, and they take >200 damage from a second-turn punch.

EDIT: ... Wanted to explore the Endgame Dungeon again... Didn't realize I could reactivate the ending cutscene by travelling to the end. Huh.

EDIT: Looking at the Credits, trying to find your source for the monster art again (http://www.akashics.moe/), but the "International Phone Number Library" credits seem broken? Is it the same as this?

https://github.com/google/libphonenumber

(1 edit) (+1)

Oops, I left out some event pages. That'll be fixed as well in the next patch, which should be out soon.

I don't recognize that link? I didn't put it anywhere in the credits- the monster graphics are from akashics.moe.

EDIT: I just discovered the credits file. I was unaware this file was even produced- presumably it's the credits for base RPG Maker MV stuff. I'll look into it some more when I get the time.

(8 edits) (+1)

EDIT: Sage Cloak still causes non-multiples-of-5% numbers of Elemental Amps when also wearing:
* Earth Affinity + Gardener's Gloves + This Thing
* Earth Affinity + Gardener's Gloves + This Thing + Elemental Fury
* [Any] Affinity + Elemental Fury

Although, you didn't list it in these fixes, so I shouldn't expect it to be fixed. But at least you have more data.

---------------------------------
Now that I've ran out of stuff to do, I'm free to experiment... Taking a look at all the Equips... There's multiple types of Mass Resistance...

Does Pure Shield's "All Res 30%" work like the Warded Ballgown's "All Element Res 10%", but also reduces non-elemental damage by 30% too?

If so, should the Mythril Thread Robe's "All damage reduced by 15%" show up on the Elemental Resistances tracker? Or does it work different from those other two?

(+1)

The Elemental Amp thing might just be related to rounding the numbers for the interface. I'll look into this in a bit.

Pure Shield's All Res is basically just All Element Res, and I'll correct the text in the next patch.

The Mythril Thread Robe's damage reduction is a completely different stat; it applies to the final damage number. Pure Water works in a similar way.

(+1)

Well, in any case, the highest Attack stat I've ever gotten at full HP, seems to be somewhere around 130, and that's after Cursed Coronet and Stone's Throws, but before food.

Things in the current Endgame already have more than 100 HP, and are strong enough to deal substantial blows through my Starting Stone Walls.

Well, I have 999 Pepperflasks now, so for whatever comes next, I guess I'll put on Pepperevenge, Recycling, and some Adrenaline to have some fun with counters!

Not sure if it's good or bad that Pepperevenge can't fire Super or Hot Pepperflasks. Or at least, I think it can't?