Screenshot Saturday: A look at 0.3.6


Good afternoon!

I've started theory-crafting around Update 0.3.7, but I've mostly been focused on fixing bugs that came up in 0.3.6; there's not exactly any new content right now.

The Void, while largely dangerous for humans, isn't entirely inhospitable. The Formas, able to walk around the empty space freely, call the Astral Plains home; they've established a small village, undeterred by the scattered islands (because, well, they can just float through the air).

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I've also recently patched the game with a minor bugfix:

  • Battles in a certain hidden area should now always properly trigger on any tile as  long as Brill locks eyes with a phantom.
  • Leaving an Auction early at the Altolato Auction House should no longer leave the "Night" filter on.

Files

Ruphand 0.3.6.zip 528 MB
Feb 24, 2024

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Comments

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(1 edit) (+1)

Just noticed, are the two Regalle Woods' maps supposed to have their own background music? They seem to not have their own music, either having the general overworld theme or the nothingness of the Web, depending on where Brill's coming from?

Looked at the BGM. Brill's theme is nice! Is it supposed to be played anywhere?

(+1)

I think it was originally planned for some cutscenes, but an opportunity to use it never really showed up. Though, now I think about it, I could see it working for a few scenes...

The Woods don't change the BGM because they previously didn't need to, but Secret Woods 1 probably should now. I'll hit that in the next patch.

(5 edits) (+1)

Woo! More music for all players!

Should the Hedge Start Ring still work at this point? I guess Rings can be one-way.

I can't tell if Hedge Anger is doing anything...

Is this cave supposed to be accessible? If so, how?



If I walk through here, Brill merges with an enemy flame but doesn't get into battle?



Coming back for the Balorites' Bestiary entries... Should I be able to walk here? And also the green places from using other hedges?


(+1)

The cave is a shortcut back from the area at the end of the dungeon, near the Astral Plains entrance.

When the Hedges get angry, a debuff occurs in the next battle you fight in the Hedge. This resets after 1 fight or if you leave the dungeon.

The last two issues are unintentional, though- I'll have a fix for them up soon.

(+1)

If the debuff has an icon, I haven't seen it yet. But if I kite a monster flame up here, and it touches me, I can't move or do anything other than listen to the music.

(1 edit) (+1)

I see what's going on- you're not technically in the "stealth" region where monsters can't chase you, but the "on the hedge" flag turns on at the top of the stairs. I'll put together a fix for this and release it with the other ones.

(+1)

"The Void, while largely dangerous for humans, isn't entirely inhospitable."

At least you can still breathe in there! Heh. Oh wait, Brill has the Amulet of Air. Maybe it doesn't have air. hmm.

They also seem to speak the same language as the rest of the universe? Then again, there's paraelemental Information, so language education might just be a spell away or something, hmm.