Just discovered some issues due to incorrectly implemented flags:
New Game Plus area inaccessable:
“Illath Mana Vaults” random encounter flag did not reset on “Newgame plus”
Some Interludes are inaccessible:
All of Mayzi and Xolo’s interludes, Veer and Leon’s 4th interlude, All of Alyss’ and Leon’s…
Makyl and Mayzi’s affinity reaches “50” points but does not say (ready)… This is due to a rounding-up issue. This happens when the actual affinity accrued is 49.9998~ Going a little more with their affinity will “ready” their interlude. I plan to address this issue, but it’s minor compared to working on new content for the upcoming DLC campaign.
I will release a new version of the game for download and email the link and key to all customers who purchased version 1.1 or version 1.0 this weekend.
Sorry for the inconvenience.
I’ve begun working on the next chapter in the story of Nowhere.
A DLC campaign that will take the crew into the realm of the Xubus’ last conquest, the Orkie Homeword!
Adventurous battles, The history of the Orkies and their downfall as well as new interlewds to unlock!
I’ll be updating my trello development map as I progress.
Current ETA, May 2017
Installed the rest of the female NPC data logs.
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