0.3.7-P2: Bugfix Patch 6


Good morning!

I've gone ahead and patched Ruphand 0.3.7-P2 again. This fixes a few trickier bugs in My Mix as well as some assorted minor bugs; I'd recommend you get this one if you haven't yet. As usual: new version is the main download, move your save file to the new version.

EDIT AS OF 12:30 PM EST: A patch has been applied to this patch to fix a few more minor issues.

BUGFIXES:

  • Every My Mix should now have the proper delay time.
  • My Mixes that have an Earth component should now properly calculate their turns by using Brill's Rock Wall turns, rather than the enemy's, which led to glitches. (Maybe that'd be a cool item to unlock, minus the glitches of course.)
  • Aeternator's Barrier Shift now gives him immunity to statuses associated with elements he absorbs. If you're using Burn strats, make sure you have coverage to get rid of Barrier Shift!
  • The Archsage Cloak now actually sets Gravity Amp properly. ROUND 2: Actually, that was the Sage Cloak that got fixed, but now the Archsage Cloak got a fix too.
  • The Fairleaf Laurel is no longer missing its state turn limit effect. ROUND 2: It also no longer causes decimals to appear in damage.
  • An internal set of restricitons will now keep NPCs from blocking the Challenge Tower receptionists or the basement staircase.
  • The Magic Toxin Filter should now apply even on the last tick of a relevant status.

BALANCE CHANGES:

  • The Magic Toxin Filter now has doiubled Regen when affected by common Poison; since Poison degrades healing by 1/4, this will result in halved Regen overall.

Files

Ruphand 0.3.7-P2.zip 530 MB
12 days ago

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Comments

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(17 edits) (+1)

Woo! Bugs even I didn't find were fixed! Downloading! Thanks for all the fixes!

Sorry more bugs, hope these are easy and stuff! Slightly different loadout because Gastro only gives 10% Fire:

Gargoyle Wing, Fairleaf Laurel, Archsage Cloak, Secure Ring, Evil Eye Jewel, Fire Affinity, Magic Toxin Filter, Time Heals All, Status Ward, Cover Affinity, tons of Stone's Throws

1. Archsage's Heavy Grav should be at least 805 on the "2000" Aeternator? But I just got 749... which is 37.45%? A.k.a 107% Gravity... Probably from the Fairleaf. Cool, but not what I wanted, unless both boosts can't be active at the same time? 

At least Gargoyle Archsage's Heavy Grav did 936.25, which is right-ish? Can't quite find the calculation for it, but I should figure it out? It's close to 140% (15% + 25%) of 35%, which is 49%, a.k.a 980 of 2000?

2. Brill's Condensed Fire III, Punches, and Heavy Grav are dealing damage with decimals in them.

3. Make it Rain's not ticking down Evil Eye Burn, but making Brill take burn damage?

(+1)

1: Oh for the love of... I swear I set Archsage Cloak's gravity amp to the right value, but it's back to the one it was before! Easy to patch, thankfully.

2: Ah, left out a Math.ceil() call in the Fairleaf Laurel. Again, should be easy to fix- I'll make sure this is right and then patch it as soon as I can.

3: Hmm, I guess Evil Eye Jewel does regenerate the burn on hit, now I think about it. There's still a niche benefit to be gained from the reduced turns (namely, Master of Lanterns's Shin Kayakujutsu will deal less damage if you fight her post-Hedge, and I'm sure there will be other enemies that deal damage based on status turns) as well as a slight niche drawback (airblasting the burn to an enemy with the Compressed Gale would get 3 less turns).

(19 edits) (+1)

Yay for easy fixes!

Compressed Gale... Oh that's a thing. Huh. Never used it myself, but yeah, there's clearly synergies if I found something I'd want to Burn, etc. And it's cheap to make!

Downloaded after lunch. Woo! Archsage works with Fairleaf! And rounds up! Lol 1 more damage. I got 862: 2000*(.35*1.15*1.07) = 861.35

...

EDIT: Okay, Beat Jirik for the first time with an Earth focus on my Stone's Throws., "Earned some Tower Points" only says I got 17. Is something wrong? It should say 225, right? But that is the difference from when I calculated last. And his bestiary description has numbers at the end. Cool evaluation from Brill though! And now I can get another Medal Point!

Uh, how do hit Jirik? Everything's seeming to Miss? Or at least it did? I didn't see a note in the Check that he dodges things when he's preparing his moves? Or that at least the Counters

So, his Burns either deal 10 or 20 damage... And right now I'm taking 29 each Burn because why? I'll check my loadout after I lose. Not seeing it, especially since I'm at 50% Fire Resist, not seeing anything that'll send a Burn from 10 or 20 to 15 and 29...

Mythril Targe, Cursed Coronet, Aeric Raiment, Double Dragonstone, Great Vim, Battle Brooch, Master's Gift, Extra Edge, Mighty Signet, Nature's Boon, Recycling, Magic Toxin Filter, Catch Up, and lastly, 18 Stone's Throws.
...

Okay, probably gonna make my Custom Lava Bomb again, them planes are run enders.

Well, made instead 100 Ice / Earth version. And its doubled requirement of 2 Steelfrost nature seems to have messed up the Recycling, since I can call up more than should be possible. Spending 1 I get 4 or something Steelfrost back?

(+1)

Looking through these:

-Forgot to get rid of Jirik's "spacing" text in the Bestiary; I use that to help me keep track of how long each line is so I don't go over. The numbers will be out next patch.

-Jirik was also getting the wrong Counter stance, he was using the Piercing Parry that Hedge Knights use. Again, easy fix.

-The Tower Points were a math issue; in the next patch, the math should be properly mathing.

-I added an extra check to the Recycle section to make sure that it's not doubling up in this case. Once I've tested and confirmed that it's working as intended, I'll have another patch out.

(1 edit) (+1)

Woo! Hope all that was as easy it sounded!

Sorry I forgot to mention, but if something needs double of a requirement, like 2 Steelfrost, 2 Steelfrost, then Brill can make of over what she should actually be able to do, like if I had 10 Steelfrost and infinite everything else, then I can make 5 of My Mix that costs 2 Steelfrost, 2 Steelfrost, etc, as long as I craft them all in one go, instead of going one at a time, which would result it me only having 2 of that Mix. because 10/(2+2) = 2.5

(+1)

Just pushed the patch, about to drop a devlog. Duplicate ingredients for new mixes will still show up in the message, but they'll be combined when the recipe is created. This will apply to any new recipes created.

I'll make a function later that goes through all the recipes and checks for duplicates later, then fixes the recipe and recycle vars.