0.3.6 - Bugfix Patch 2


Good afternoon!

A potential softlock was recently discovered in the first dungeon of Update 0.3.6. This, along with some other more minor bugs, have been fixed; it's recommended you redownload and move your saves over.

BUGFIXES:

  • Enemies in the update's first dungeon will stop activating their Stand (Infinite Softlock Loop) when they chase you into areas that they can't fight you in.
  • The walls around the Hedges in that same dungeon should no longer be walkable. This should hopefully stop the influx of strongly worded letters that the Hedges were sending. (Revision 1 (4:44 PM): Some incorrectly walkable spots that were missed on the first pass have been made non-walkable now. (Revision 2 (8:41 PM): And the bridges should definitely be fixed by now.))
  • A certain enemy in that same dungeon should no longer jumpscare you when you backtrack.
  • The Altolato Auction House should properly tint the screen back to a daylight tone when you quit an Auction early.
  • The Secret Woods in Regalle should now have the proper music no matter where it's entered from.
  • Revision 2 (8:41 PM): A repeating event trigger in the final dungeon of the update should no longer trigger after it doesn't make any sense to.
  • Revision 3 (9:55 PM): The final dungeon of the update has had a softlock removed from its boss room, passability issues fixed with the archways in that boss room, and a wandering encounter removed when it's supposed to be removed. Also, a certain enemy squad should no longer briefly turn invisible when approaching a bookcase.

Files

Ruphand 0.3.6.zip 528 MB
63 days ago

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Comments

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(+1)

Been sailing a long time in Grand Ring Bay and Arkenvali. Sample doesn't cooldown when rafting? Is that a bug? Or I just never noticed because I don't sail long?

(+1)

It doesn't? I'll have to look into that.

Have been sick for the past couple days, so I couldn't really do much. However, I think I'll be able to really get rolling next week.

(1 edit) (+1)

Feel better soon! Good luck with everything!

Don't need to rush! It just feels like it's not cooling down. Not 100% sure, but just a strong feeling.

(3 edits) (+1)

Thoughts on Lucky Blend:

Also increase chances of High Quantity Sampling? Only got 34 Force Gems after like 50 samples... Right when I was gonna save scum for more Levinite. :rofl:

Good thing I went elsewhere! Found a new shield! Wooo! ... And another Levinite!

(12 edits) (+1)

Thanks! The softlock seems stopped now!

That Hedge Anger debuff. How can I tell if it's happening? My hedges can't get any angrier, but I'm not seeing Brill get a new status effect, and she only has Star Force, Haunted Aegis, Star Wine, Running Person and Cycle of Regeneration.

Nevermind, I see it now. "The hedges' curse strikes!". ... It messes with the Cursed Coronet! HA!

But: Still can walk on basically hedge air? Here and also where Brill is looking across the hedge.


And walked from under to up here and the same bridge on the right... And might be all bridges??:


Also can't talk to butterfly?

Leeching Swarm heals like it deals damage even when I take 0 damage due to a 3x ATK boost to DEF from Lucky Lass. ... Well, finally got my Bestiary entry, so I can leave this area behind.

Reflecting an attack while also Blocking at the same time doesn't count as blocking it for Star Force. I see.

(1 edit) (+1)

On the walkable wall: Looks like I missed a spot. That's a quick fix.

On the bridge: Looks like I pasted in the wrong tile there. Again, easy fix now I know it's there. I'll go over the rest of the maze as well and specifically look at junctions like that one.

(5 edits) (+1)

Did a overwrite of all files, the purple hedge bridges have the same issue as the green ones, where I can walk from under the bridge to over the bridge? Sorry if I wasn't clear about that.

And the Fairy Regalle Wood and the other one in the East, neither have different BGM? EDIT: but I guess you mean that it's just not silent when coming from the web, and that works!


Lastly, did you see my edits? Gonna go get the Bestiary entries from the last dungeon. Good luck, pace yourself and stuff!

...

Do I have to anger the Alicorn Guards to fight them? Hope not.

MultiTwister deals its Deflect additional damage as Piercing through my Defense?

...

Yeah, this trigger still happens even after the battle happens:


(+1)

I got some more time to look at this.

If the previous bridges didn't fix, then messing with the tileset might not cut it. So I'm playing it safe and putting some events that will just implement the passability stuff properly.

I'll also have the third fight trigger handled. That'll be an easy fix.

Twister bonus damage hitting through defense is intentional. I imagined it as more of a "status damage" added on to the Deflect.

(3 edits) (+1)

Hope you had a good day!

Brill's ability to pass through "Final" Boss floor's right archway is back...


Dragon Statue should be activatable now? Annnd I'm softlocked in this final screen / map unless I reload. Quite sure I overwrote my game files with the latest patch...

Well, just gotta try to find my way back to the painting hallway.

...


Not sure why, but when the top Green Flame turns around, it flickers.



The Floating Boss shouldn't exist anymore? ... But I guess most of this stuff is just because you haven't set up all the post-"Final" boss states.

Wellspring cutscene weirdness. ditto.


Got me the Alicorn Guard bestiary entry! I'm out to check if I've got all of them. Champion says 288, so it seems I've got'em all!

(+1)

All right, I should have the fixes for all of those issues down. (The archways in that particular map have been a mess for some reason!) I'll go ahead and upload the patched version now.

Thank you for all the help!