0.3.6 - Bugfix Patch 1
Ruphand: An Apothecary's Adventure » Devlog
Good evening!
I've gone ahead and released a patch to 0.3.6. This patch comes with a few fixes to Update 0.3.6:
- The Bush Disguise should no longer have an invisible Block Speed bonus.
- A number of walls in 0.3.6's third dungeon have been taken into Guard custody for breaking the laws of physics, and new walls have been hired that hopefully won't be doing that. (Revision 2 (as of 2/19, 9:00 AM): A few of the walls' accomplices on the third floor who were still at large have been apprehended. (Revision 4 (as of 2/19, 8:38 PM): More of the conspirators have been caught in the Aeric Ruins and on the third floor of 0.3.6's third dungeon. (Revision 8 (as of 2/20, 10:21 PM): Still more of them were at the dungeon's summit; they have been apprehended.)))
- A certain menu that asked if the player wants to jump down a short ledge will not open if the player is at the bottom of said ledge.
- Sampling in a certain inn will no longer initiate a conversation.
- Revision 1 (as of 10:12 PM EST): Mushroom Skewers were all pulling a prank on us and buffing the wrong stat. This was funny, but they're getting back to work now.
- Revision 1 (as of 10:12 PM EST): A certain item reward from the "A Healer's Duty" quest now properly gives a buff, instead of healing the party like another reward.
- Revision 2 (as of 2/19, 9:00 AM): A route that is supposed to be closed off at a certain time is now properly closed off at that time.
- Revision 2 (as of 2/19, 9:00 AM): This isn't a bug so much as a new feature; an additional shortcut has been added in the Regalle region. Nearby events have been adjusted to compensate when the shortcut becomes available. (Revision 3 (as of 2/19, 2:24 PM): This new feature should have more responsive events, and won't accidentally get you in a fight with scorpions that were out of your range.)
- Revision 4 (as of 2/19, 8:38 PM): An issue where the bridge flags would not update properly has been patched.
- Revision 4 (as of 2/19, 8:38 PM): Certain items should now display that only one Counterattack can be used at a time.
- Revision 4 (as of 2/19, 8:38 PM): On-Block Effects should now properly disappear when Block is lowered by a Deflect.
- Revision 5 (as of 2/20, ~12:30 AM): Guard Down should no longer have any extra effects. Also, the previous update allowed it to remove On-Block effects, and this has been made official; the description has been altered to indicate this.
- Revision 6 (as of 2/20, ~11:00 AM): The enemy move "Razor's Edge" has had its defense-piercing effect removed. It was already strong enough!
- Revision 7 (as of 2/20, 12:17 AM): Bluff should now be repeatedly usable again.
- Revision 8 (as of 2/20, 10:21 PM): Sky Mantids' Fell Claws attack now properly checks if the target is Blocking.
- Revision 9 (as of 2/21, 9:25 AM): Fixed a typo in Chest dialogue.
- Revision 9 (as of 2/21, 9:25 AM): The reticles at the top floor of the update's third dungeon should now properly reset.
- Revision 10 (as of 2/21, 12:00 PM): Properly set flags for the update's third dungeon boss's second phase.
- Revision 11 (as of 2/22, 9:47 AM): The red gems that were supposed to be on the left side of the update's third dungeon on the top floor have finally come back from vacation.
- Revision 11 (as of 2/22, 9:47 AM): Minor dialogue changes in Centra Fort and the Concealed Prison depending on certain conditions.
KNOWN ISSUES:
- Volley and similar attacks will get one last hit in after the battle ends. This is likely to be patched in the future.
- Occasional visual bugs occur when starting a battle.
Files
Ruphand 0.3.6.zip 528 MB
Feb 18, 2024
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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 |
More posts
- Screenshot Saturday: 0.3.7 Preview #35!3 days ago
- Screenshot Saturday: 0.3.7 Preview #34!10 days ago
- 0.3.7-P2: Bugfix Patch 712 days ago
- 0.3.7-P2: Bugfix Patch 613 days ago
- Screenshot Saturday: 0.3.7 Preview #33!17 days ago
- 0.3.7-P2: Bugfix Patch 523 days ago
- Screenshot Saturday: 0.3.7 Preview #32!24 days ago
- 0.3.7-P2: Bugfix Patch 428 days ago
- 0.3.7-P2: Bugfix Patch 329 days ago
- Screenshot Saturday: 0.3.7 Preview #31!31 days ago
Comments
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Was thinking about bosses, my nearly potion-less, consumable-less winning streak... The only boss (after the tutorial boss) that comes to mind of resorting to potions is the Water Boss. Who I think heals?
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Gleamsand's basically an 15 DEF boost that's Undeflectable (I think? I need to check if my memories of it being deflected are actually Treat being deflected)
Temporary status, but it's the second fastest turn?
But only good with my block strat to keep it up? How many attacks can land within the Sand timelimit?
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In my thoughts, I found the Vigor Crystal, was that the blue one? The HP booster, whatever it's name is. Not sure how useful it is. I can't think of any strats that a boost of ~25 HP at most, is good for, do you? If someone was doing a Bumpy Road run, maybe??
But hey, maybe there will be something that makes HP boosts really useful compared to getting DEF instead...?
20 Ticks is quite a bit of debuff time for as cheap as Gleam Sand is. I might look into a rebalance, but there's plenty of powerful items.
As for the Vigor Crystal, I can see it maybe being useful around the time you get it; the Great Vigor Crystal and Ring of Reprisal are roughly vailable around the same time, though they do compete for a slot. I'll look into giving HP a bit more use.
Found a bug with quitting the auction. The city stays in Night mode until Brill leaves.
But I have 6 lottery tickets now, so that's nice.
Checked out the Wind Tile. New message! Woo! Here's a latest save, because Brill apparently can't lock eyes with the First Phantom when she's 2 tiles away. It needs at least 3.
https://drive.google.com/file/d/1izRUVf5HsiryaYMjQatGWgbqmZNrMES5/view?usp=shari...
Was a bit busy today, but I'll give it a look tomorrow; shouldn't be too hard of a fix.
Have a good day! That I made it to the end of the current stuff is a good sign!
I think I'll go back and get the rest of the loot and bestiary entries, so I can check everything and stuff. Heh, stretching out my time with the game.
PLOT Spoilers thoughts below! And a few bugs or something.
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Sir Jinn is leaving to eat some of the Starstorm because he got tired out from battle. If one battle vs. Brill and Vantus is enough to do that, could he over exert himself by trying to tired himself out immediately upon returning? Or could he rapidly tired himself out and then go to eat more again. Could he eat the whole Starstorm by himself if he returns fast enough?
Gonna go check his tile after breakfast. ... Which has the same message as pre-boss defeat.
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I guess we're gonna go investigate the Brumar issues later, and maybe meet the Ice Eidolon. Then Earth and Fire left to go, if I'm reading the tiles right.
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But have to get there first, and that's hard while in the Castle. ... Probably shouldn't be concerned about Vantus if Brill returns to the Prison through the hidden passage, after he's been rescued? No need to "Hang on, Vantus!"
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Grate Flicker at top left when moving to other tiles:
Should Rafting Theme be replaced with Location Theme when moving to a new location while in the raft? That happens while in the Forma Lands.
I'll get right on changing the dialogue a bit!
Yep, the Raft theme changing in the Astral Plains is intentional, since otherwise you wouldn't get to hear its theme very much due to all the water.
Beat the Currently Final Boss! When he stayed in place after his speech, I thought something went wrong. Took me 44 Gleamsands, one Select Wine and one BBQ.
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Too long line: "his true nature"
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Shouldn't the Assembly be reopened?
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Wait... Sonon's statue has wings... The Forruno were winged??
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Gear list:
Haunted Aegis, Revol Helm, Mythril Robe, (Fire) Dragonstone, Ring of Endurance, Battle Brooch, Master's Gift, Time Heal, Catch Up, Restor, Friend Defend, Status Ward, 10 Defense Foci
Didn't need every possible MP. If I had gotten the last one, maybe I would've spent it on Startforce??
How is this cutscene happening? Ghosts??
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Lol, "He has a back?" ... An enemy with all-around vision is slightly difficult to fight. mmm.
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Lol Spectacles woman.
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Lol "spy" guard!
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King suggestions!
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Zzz guard! Good thing they're in pairs!
Wow, you actually might be better at my game than I am! Beating a boss that strong without potions is actually really impressive, fantastic work.
A lot of the buildings will be reopened in 0.3.7- I didn't have the time to get to them all, but that's part of the plan. (Presumably everyone needs some time to move everything back in.)
Spoilers Ahoy:
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Some earlier dialogue (again, probably a while back) established the original Cloudborn were created as a result of Forruno experiments with Wind magic, presumably before Orb-related shenanigans started. Sonon was one of them. They were citizens (until backstory happened).
A strong defense is a great help in offense!
Thanks for the reminder with that last sentence of the spoiler! I forgot *that* detail!
EDIT: Are there not enough Heal Targets to get me to 35 heals for the quest?
It should be 25 heals for A Healer's Duty's second reward. There's definitely at least 25.
Yep! I've found 34. Not sure if there's more.
And almost at the boss! Got the new potion. Total Defense build should let me win against the boss if they can't heal, and possibly even if they can.
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Against the boss, I don't even need the Ring of Endurance to take 0 damage... Unless I don't want to be hurt by Cold Fronts. mmm.
Oooh. That happened. Oh no. I can't handle this. Dang. I might need to go for those other keys. ... Or just burn more Gleamsand to survive, since it drops ATK.
Nope, the statuses damaged Brill below the Vantus Block threshold and got him beaten. Reload time. Gotta remember to get the last 2 keys, and maybe beat up 1 last new thing for another MP.
Walking bug 1:
Walking Bug 2:
It's always those dang overhangs! Well, I'll have a patch up ASAP.
If you use potions at this point, I won't blame you one bit. This fight will be brutal without them.
I think I can stick with the Gleamsand strat. Trying to get those final keys is the main issue.
The Sky Mantid's Ambush Stance is activating when itself is attacked, that's fine, it counts as its own ally. But, Friend Defender will get Brill killed due to a Blocking Brill taking a hit for Vantus, not counting as blocking for Counter Fell Claws? While if it hits Vantus alone, Vantus only takes 21 damage or so.
I've gotta sleep for an early thing tomorrow, so goodnight!
Aha, there's the problem- I was missing a check in the Fell Claws damage formula. Vantus was all right because he has his own Secure Ring, but Block wasn't being checked! I'll be fixing that right away.
Good night!
Thanks! I did have a good night! And updated! Unfortunately, Sky Mantids don't block like normal or at least as I expected?
They die after blocking everything they can, not just to the limit of their HP?
Anyway, https://drive.google.com/file/d/161esjbaGirDs1KfG2is7kOyHiItkiWeB/view?usp=shari...
Where Brill gets shocked when entering next battle due to some lingering Fog Elemental lightning status that doesn't show in her status list.
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Getting the Jacket chest calls it a Jacker, but in inventory it's a Jacket?
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Weird targeting reticule at left:
Hmm. The visual bugs and strange popups might be related. Brill doesn't take any damage from the lightning, but I'll keep this in mind for a larger bugfix when I've got more time.
The chest dialogue is a typo, and the strange cursor is a misaimed Set Event Location call. I'll have a fix up for these soon. As for the Mantid, taking every single hit when covering allies is intentional.
Wanted to get Star Force as fast as I could. Just realized that Check doesn't count as a turn for getting SF. Should it? Or too easy to cheese?
Unfortunately, it doesn't. Would be way too easy to cheese with Check, since it's so fast.
Thanks! ... The Midboss is annoying enough that I'm burning my stack of 500 Gleamsand just to get it done. Not like the stuff's expensive!
Took me like ~60 Brill Gleamsand Turns to take out Blue Boss. But I failed in taking out Blue and then Green... Gotta reset. Rock Wall too tough to beat with Gleamsand only strat.
That Gleamsand lowers ATK wasn't even a part of my strategy. I was wondering why Red suddenly dealt less damage than expected. Well, it's just them now. They're not surviving. Took about 100 Gleamsands to do win.
Would be insane if I got 999 Lucky Lottery Tickets just to use them for their 5% Windup and Delay.
Thanks for the update! Not patching yet, but the evolving item, when put in the second Accessory slot seemed to nudge the first Accessory back into my inventory when it evolved?
In other things, could you math this out for me? Defense doesn't seem to be that useful, and I'm not sure why:
https://drive.google.com/file/d/11k-K3kJ0atutpGMn6hBz6gKu7iVxZQPN/view?usp=shari...
That Brill save has 58 Defense and takes 70% of all Element damage. Defense Foci make up 16 of that Defense. Along with 32% damage reduction.
Red Boss has 30 ATK, that can get multiplied by 2, Razor's Edge did 82 damage when unblocked, and that's a 55 Damage Neutral type attack. No change after taking off Defense Foci. Does it matter that I'm Friend Defender-ing?
Green Boss has 20 ATK and Judgement Bolt is 50 Thunder power, and I took 8? or 6? damage. After taking off all my Defense Foci, and losing 16 defense, I take 14 damage, so 16 Defense is worth 6 damage?
Blue Boss's (15 ATK) Stone Surge (40 Earth damage) did 3 damage without Defense Foci. 55 * .7 = 38 damage, which should deal 0 damage since I have 42 defense?
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Going to patch now and do other things...
Aha, I found the issue. Looks like I left in Razor's Edge's original planned function, which was to ignore DEF. A Neutral Multi Target attack with 115 damage is already strong enough (especially in the context in which it appears!), so I'll be patching that out momentarily.
Resistances and damage reduction occur after Defense and Block Strength calculation, so that probably explains the other two.
Thanks! This makes many more strategies viable! You got the wrong patch time for R 6, btw.
Whoops! I'll be fixing that momentarily.
Thanks again!
Uh... Something about the On-Block effects and stuff, means I now can't Bluff continuously? But I really want to do that? I hope I'm wrong, but can Green Boss see through my Bluffs?
And Guard Down does seem to take like 2 ticks or so? Not truly instant?
In any case, I should go buy another Ring of Endurance. Maybe wearing 2 would be good.
It's been difficult to get the Instant Cast plugin to "play nice" with the ATB system. Of course, now that I've got more coding experience, I could look into fixing that as part of 0.3.7's first round.
Bluff should be a simple enough fix. I'll have a patch for that out soon. Green Boss doesn't see through Bluff, but he may randomly decide to use his Thunder attack anyway, though he prefers his other attacks.
EDIT: That should be the fix uploaded!
Okay, got something that seems workable in fighting the midboss.
I just need to keep track of when Wind blows away Block-s so I can tell if the special mechanics of the fight are working right or not.
Blue Boss will always cover allies when he's Blocking, and otherwise will only cover allies at low health.
I think Blue Boss's heal is variable healing instead of fixed-value healing...
But I seem like I can survive forever by Brill blocking. This seems like a stalemate with my current no-potion strat. Blue Boss can be brought down to low HP, but the shielding is too much to take him out since he can heal too quickly? I guess I'll have to use potions?
Is the Protect Cape supposed to cause 2 shield icons, and the cape icon? When my block gets deflected, I lose one icon, but I guess it's the weaker one of the 15 and 60 Block Strength blocks?
https://drive.google.com/file/d/1sXYadvTx5S4WTTy4ljdedFk8h0KUPXBS/view?usp=shari...
I guess I'll try to think of what potions to throw and when. hehe! Pepperevenge a gogo? Not that good with my current -5 Attack... Probably gonna use Auto-tonics to handle some healing.
Wait, I can't Pepperevenge and Auto-tonic at the same time? So, since they and Catch Up are all Doesn't Stack, only 1 of the three are worth putting on? Catch Up is too important to react quickly to not use?
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Switched up my loadout, but Vantus deflected Blue's shield then I Star Bursted, where even not-blocking and every enemy at full HP, Blue took all 3 attacks?
And I thought I saw him block some healing when he protected Brill once... Hmm. Could just be my mental mistake.
Phoenix Phormula: Revives Brill from Inventory. But when I used it, it healed the party to full, even though only Vantus fell?
Well, dinner...
Blue Boss's healing is based on user DEF, so a Rock Wall will boost the healing. Doesn't look like I left in any Variance on it.
As for the second shield icon, it looks like it's your Shinobi Helm; the first is your Block, and the cape is how long your higher-strength Block will last with the Protect Cape. (I really should make some more icons.)
Unfortunately, you can only have one counterattack at once, and Auto-Tonic is a counterattack. You'll have to pick one.
EDIT: Aha, I see the problem! Deflecting removes Block, but isn't removing added Block states. That's why the second shield icon (Brill's On-Block Haste) was sticking around, too. This should be fixable; it was usually a rare occurrence before, so it slipped under the radar, but it should be easy enough once I have some time to spare.
Thanks for explaining! Soften doesn't seem the way to go to stop that, since even the best only takes out 8 DEF.
And I didn't even notice I had 999 Pure and Frozen Droplets. Gotta leave and sell them to the Cave Alchemist for ingredients to build up my Thunder Damage stocks.
Brill and Vantus can both block for the other. Not exactly sure how damage is distributed in that case, seems like it's like they're not blocking at all. I try to avoid that since Vantus sucks at taking damage compared to a properly equipped Brill.
In other things, probably shouldn't be able to walk here?
Yep, you shouldn't be able to walk there. I just got done fixing Block state removal on my end, so I'll be fixing that up and shipping a fix for it.
Pillar Walker and can't walk down past the lever? But that's a rare circumstance that I breaks once I cross the shadow to Brill's right:
Save: https://drive.google.com/file/d/1b0JBWcqKsJLqw6yJkhqtKLfvfttr6n5o/view?usp=shari...
I like the nice single reply chains, so starting a new one:
Revision 3: Regalle Woods Ring activated, then went to the one in the Barrier Wood, which also sends me into unending Now Loading?
Well, gotta try out those Castle Town bar meals so just gonna walk there manually. Iron Grey! Too bad I can't get more turns by drinking more. Better be careful in avoiding enemies so I can use this on the midboss.
Got some time!
The pillar is a minor tile error, and the bridge is a missing flag (I made the flags that affect the bridge passability before I made the scout and the Fairy Rings). Fixes work and should ship with the next patch.
I'm trying to reproduce the "Now Loading" issue and I still can't quite do it on my machine. Are you still copying the data files over? I added a new graphic to the Doodads folder in Images that loads in the Fairy Ring hub, so that might be the issue since that's not in the data files.
You were right! The missing Doodad was the issue! Now to fight the midboss!
I have to be on the latest patch, otherwise the Mushroom Skewer wouldn't be working right, but this happened again:
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Kept failing at the last available dungeon's midboss, decided to leave to see if there's anything I have left to gather.
Fogbound Stair's ending cutscene isn't turned off, for this save? The "Phew, we're at the end", cutscene.
https://drive.google.com/file/d/1Gkh3jRjDbsl-pogPxt_PLdSkXdvhQwCn/view?usp=shari...
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And not to forget the Fionain-less Fairy Ring in the grove that's south of the Challenge Tower.
Shoot, knew I forgot something. I'll give both of those a quick look while I've got a spare moment.
The Fogbound Stair dialogue is already patched to trigger its self switch, but originally I think I might have forgotten to trigger it; it should be working properly.
Actually, how did you get up there in the disguise? I'll need to patch that as well.
EDIT: I've just about finished the adjustments. I'll probably do a repatch first thing in the morning. Thanks for bringing up the ring in the Regalle woods; I forgot it was there, but it's actually a great spot for a ring!
Got Maid Costume into the Currently Final Dungeon by going through the castle town and taking the Ninja way back into the Ring room then going into the dungeon from there? I forget if the costume reset after I lost the battle.
NoteToSelf: Remember to maybe buy a Castle Town meal to maybe help win against the mid boss, since those sit-down meals have unique effects? Maybe the Lucky Tea... Dunno what being Lucky does in combat.
Note that the Regalle Woods Ring would be the only Ring that'd probably send Brill into combat immediately on exiting?
It probably will reset. I'll have to patch that out- you're meant to take the Rings into the back room and get to the Currently Final Dungeon from there.
I should be able to get the patch all done relatively quick.
Thanks! Well, going into the Ring is leading to loading... But the loading's taking a LONG time.
And I can't talk to Fionain from in front of him, gets me a "What'd you expect" message. I have to talk to him from some other direction, annnd talking to him has a chance for the Scorpions to touch Brill while they're talking.
Ah, right! Need to put in one more "stop event movement check" there. I can fix the issue with talking to Fionain from the front, too.
Did the loading finish? I'll need to double-check to make sure it wasn't a fluke.
EDIT: Actually fixed a few issues with that one. I'll upload the patch soon.
EDIT 2: Got it! Let me know if there's any more problems. I've got some work to catch up on, so I might be a bit slower to respond, but I will keep an eye out.
The mid-boss of the last dungeon is so strong and durable that I'm resorting to Food to possibly save me while using no potions.
But, Mushroom Skewer says it's Healing x1.5, but when used, it looks like it's actually Max HP? Or is it both? Seems like it's just Max HP x1.5. I might need to bet on luck to win this in my style, or wait for the patch.
Remaining issues from the previous posts:
The Guard Alicorn fight, a.k.a the one before the current last dungeon's Ring, the events that make Brill say "there's fighting nearby", aren't disabled after the fight's over.
It looks like the events should be fixed. They reset when you leave the dungeon, so you'll see them if you leave and re-enter.
I did get the Mushroom Skewer's parameter wrong. Oops. I'll fix that real quick.
EDIT: And, done! Fixed another issue with an item that I found as well.
Thanks! I'll try to beat the mid-boss then check out the Guard Alicorn again!