Pazza Interludes: NPC ID for Pazza was incorrect, resulting in none of her interludes being accessible. I corrected the NPC ID error.
Wulfe’s RANGED attacks were missing it’s shoot object. (He was changed to a ranged attacker in the final build but his shoot object was left out.) This resulted in the game searching for the shoot object and halting the game. Wulfe now has his ranged attack.
Incorrect special ability ranges were displayed when the player selected between different special abilities. This issue has been corrected.
An old flag turned off the exit to the Illath vaults when the Illath mana scroll was seized. This issue has been corrected.
Added tool tips for Info box special abilities and status effects.
Currently I’m setting up systems to patch assets that need patched instead of requiring the entire game to be reinstalled. The next patch will be by Dec. 20th
It appears the Pazza interlude selections are not functioning as intended. I’ll be working this week to find what seems to be the trouble and fix same…
Sigh. My first patch. I really thought I had this all sewn up.
October delayed me a bit too long.
Since hurricane Matthew appeared in the first week, I spent a couple days backing up everything and getting survival supplies (water, radio, batteries.) Anyway, that week was lost.
I had to make up for the schedule by pushing everything around, but I’m back on TE again.
I made a development map on trello so everyone can see my progress.
You can find it here…
I’m very sorry for the delay everyone.
I’ve truly been busy with juggling everything.
I’ll be putting the final interludes into the game this month, and the scheduled official release date will be on October 27th.
I know it’s a pretty late date, but I’ve had to work on an additional 54 interlude images. And side quests that involve every region.
Additional Material included in the official release
A modular design system for DLC assets: Unity doesn’t easily allow for downloadable content. You have to use something called asset bundling.
All of Tampini’s interludes(16 interludes)
All 8 sidequest interludes
All of Quamp’s interludes (Quamp is a planar merchant /quest agent)
The female and male Eternial interludes (14 interludes)
8 Continental side quests
8+ Territorial sidequests
(And as many planar sidequests as I can include before the official release.)
I’m really sorry for the delays.
I’m working hard to make this the game I’ve dreamed of making.
I’ll be making the official release date on the 30th of September.
I had to manage other projects for September but I’ll be back on the job soon.
I was busy compiling the new build. Finishing up for Mac, Win and Linux, actually.
When a player informs me that East Tendril is impossible. (I’m like… I played through that one dozens of times… But… It is.
I placed the Newgame+ mob list into the first game mob list… So yeah. Impossible… Or you need a *lot* of luck with Makyl’s “Landslide.”
So… recompile time. (3 hours each version… Ugh.) Working on patching system.
Well, that was a F-ed up launch….
The file was corrupted as it uploaded, so I made a new link.
Everyone should have received it by now.
I’ll rebuild the old link this week.
Tonight I’ll make the Mac and Linux versions available to version Beta 001e(fixed issues with AI Healers ‘cheating’… Fixed some sound issues.)
I’ll bring the Windows version up to Beta0001e tomorrow.
If there are no difficulties or severe issues I’ll post the release version as soon as all of the reward tier interludes are complete and approved.
But I wanted to get this version into everyone’s hands to show that: YES, I wasn’t slacking off for 2 years.
Main story of Nowhere’s Invasion, 31 Playable NPCs, 28 NPCs each have interlude cutscenes to unlock: 4 scenes per 4 prospective partners (Basically 16 interlude CS per character)
Final release will include the reward interludes, New Game + side-quests and endgame character class specific side-quests for increasing intimacy and ‘Pair Bond’ levels quickly.
(If you finish the main story, don’t save over your files. The final release DLC continues from there.)
Thanks again for your patience.
First build was too bloaty (Takes 1 hour to build btw.) Or so I THOUGHT. 900MB size.
Second, It turns out the engine did a better job of compressing the images than I thought. Wound up with 2,000MG for all my optimizing. Sheesh.
So I go to post the first build when I realize that one had all the cheat codes hard wired. So I remove the codes and accidently turn on “hard mode” (Making it really really hard to get through lvls. Your crew shouldn’t be all one-shotted on turn two.
So I renormalized the enemy damage (Not easy mode though… unless you know what to do.)
Building Windows version of the beta tonight then the rest tomorrow. Been up since 6am doing errands and It’s 2.30am now
Creating Builds now.
May take a bit to compile, then compact then upload… all 3 versions… Mac/Linux and PC.
Some notes about the beta.
- The missions are all main quest and random battles. (I’m saving the side quests for the official release.)
- The first beta build was about 6 GB. (a LOT of art, But the art is all 32bbp and super high res. Not all of it needs to be that way. I can definately trim.)
- There are over 500 “levels” to manage (Thats cutscenes, hubs, management screens and stages. So I might have missed something…(But I’ve been checking before during and after x3 every step of the way. The game currently runs all the way through and I haven’t found anything that snags or looks weird… But thats not saying there isn’t something I didn’t see.)
I plan on posting the beta as soon as I cut the bloat. Which should be by this evening.