Home Artists Posts Import Register

Content

Changelog (Patch 1):
-Fixed: "Reason for Betrayal" quest marker and event tied to it appearing before they should on Floor 7.

Changelog:

-Fixed: Achievement screen getting slightly cut off on some aspect ratios.
-Fixed: Loss script correctly plays now, when available.
-Fixed: Floor music no longer plays while Dungeon Cleared screen is showing.
-Fixed: Turn sometimes skipping when slaying a single enemy with an AoE attack.
-Fixed: AoE Attacks no longer freeze the battle if you slay all the enemies.
-Fixed: Scrollbar Sensitivity has been fixed (Linux only issue).
-Fixed: Banter dialogue not triggering once you advance enough in the main storyline.
-Fixed: Dining in the Hostess of Fertility triggering the drinking minigame instead.
-Fixed: Dungeon achievements sprites for fulfilled objectives show up correctly now.
-Fixed: Various typos throughout the game (Thanks Eric!)
-Fixed: Minigames played at the Hostess of Fertility now count towards the Achivements related to minigames.
-Fixed: Arm Wrestling minigame no longer has the chance to roll a 0.
-Fixed: Blue Pharmacy's mushroom gathering's quest objective marker correctly disables itself once you have interacted with it.

-Changed: Holding movement key works for all directions now.
-Changed: Orc's HP has been lowered.
-Changed: Removed default delay of 2.1 seconds for those AoE attacks (Currently only Explosive Bomb) with no animations.
-Changed: Extended and split Dungeon Banter to before/after Chapter 5 (When Liliruca is in your party).
-Changed: Rest points can now be used when you are also lacking MP.
-Changed: Achievement screen now shows the progress of some objectives where needed (Example: N of goblins slain).
-Changed: Pause menu now shows the playtime.
-Changed: You can no longer escape when the total agility of the enemies exceeds your party's.
-Changed: Smoke Balls have been enabled following the changes to the escape action.
-Changed: Completed quests can now be toggled off (Default: ON).
-Changed: Item quantity text in shops has been increased in size (14 -> 24).
-Changed: Gallery displays hints for locked CGs.

-Added: Imp, Bad Bat, Hard Armored and Infant Dragon monsters (+ their item drops).
-Added: Nekoya Restaurant on Floor 11.
-Added: Dining with your love interest option (+Rest and Banter scene other than eating bonuses).
-Added: "Reason for Betrayal" quest.
-Added: Dungeon Floor 10 and Floor 11.
-Added: 7 CGs.
-Added: 1 Achievement scene.
-Added: 6 Dungeon Events (Floor 10 and 11).
-Added: 6000 words (~20 minutes gameplay).

Download (Windows - 64bit):
MEGA

Download (Linux - 64bit):
MEGA

Download (MAC):
MEGA 


PATCH 1:
MEGA 

Comments

Eric Loken

Playing R10, Lili is in my party, she hasn't done the big betrayal yet, but I was on level 7 looking for the blue moths (reminds me of playing WoW looking for specific drops...) and I see an exclamation mark, I step on it, and the scene to rescue Lili from the Killer Ants is triggered. Don't think that was supposed to be there yet. Not sure if it is relevant, but in this run Bell hasn't chosen Hestia or Eina. I decided to quit and load from an earlier save in case it messes up the quest chain for Lili's betrayal. Will just avoid that quest marker until I hear back. The Event where you find the dead adventurer on 7 is also there before it should be. I suspect a trigger flag isn't working correctly.

winterfire

Small note about the patch: It requires you to not have visited the floor 7 and saved the game afterwards to work. If you have saved the game, but never visited floor 7, then it should work fine. The patch only fixes that issue, so you can skip it as long as you dodge the quest marker and event on floor 7. For those who will read this in future (Tier 1/Public): If you do not see a patch in the post, I most likely rebuilt the release with all the fixes applied to it.

Ditto

Happy Holidays! Fixed: Blue Pharmacy's mushroom gathering's quest objective marker correctly disables itself once you have interacted with it. :P I finished the quest, when I went to floor 9 it was still there so fought the red cap for good measure, went on to 10, and when I was climbing back up for Lili it was still there. This is the quest marker that simply won't be denied lol. On Floor 7 would it be possible not to have the exit point at the three way junction? Perhaps one block in when it descends down. When climbing up it sets the player to the left and the event is in the top right which sets the player to the long way around... I passed it on my original rush up and went back and combed the floor lol Rather small but if I hit an exit point the options are "Climb up" and "Leave the dungeon". Might be nice if there was a third option "Stay on this floor" in the event someone accidentally steps on it.

winterfire

Hmm... I was sure I had added an option to say "Nevermind" or something along those lines. If there are only those two options, I definitely need to add one where you can continue staying on the floor. Thanks for letting me know! Yeah, the position for the stairs is a little odd, I am not sure if it can be moved elsewhere though, I will give it a look later. As for the fix of the quest marker, I made sure it gets disabled after it plays the script... Should work for new games or for the first interactions, but not on existing saves. For existing saves, you need to interact with it again, then it should be gone for good. -edit- If the latter causes issues, do let me know and I will simply add a check during save load to see if the quest tied to that marker has been completed, and disable the token that way.

Ditto

:D That quest marker is tenacious as I've went back and forth between Floor 9 and 10 killing the Redcap every time... Oh that's the problem, it only clears if you went with enough is enough but if you're greedy it keeps going lol

Boyzilla

"Oh no, she's surrounded by killer ants!" *Two Purple Moths and Killer Bunny* Me: ? *Kills them.* "After defeating the Killer Ants..." Me: But there were no ants xD

winterfire

I believe I have used the trap function there (Spawns as many mobs as possible for said floor), figured that the spawn rate for the killer ants was high enough to have at least a killer ant there... Guess not. In future I will write a function to have a specific number of mobs spawn, and exchange it with the currently used one. -edit- Such function would also allow me to spawn more than 3-4, even for floor 7.

Eric Loken

Ah, I think in all my current runs I have visited 7 in all of them, so I will just have to remember to avoid those until the correct time. Thanks for the update. Was thinking of a new run as I seem to have missed some of the gallery pictures in the main quest line though, somehow, so it should work fine for if and when I do that.

winterfire

It is the most used, do you have any other host in mind? If so, suggest it and I will be using it for future uploads.