Previous build can set itself to hard mode when it shouldn't. I accidentally left in some debug code that sets the game to hard after a certain battle. This does not revert itself.
Honestly probably would have released this later with some more stuff, but oh well. Have your fancier animations sooner rather than later
Standard build of 0.7 can be downloaded here - Use on windows
Download the EasyRPG build of 0.7 here - Use on anything, though requires you to download EasyRPG for your platform of choice.
Previous build and changelog here
Changelog below, beware of spoilers!
==[Prerelease 0.7]==
Fixed some problems presented by using a different internal file name for the Sataene track than the original midi (I forgot to make sure it applies to easy wins, should do so now.)
Replaced an eyestalk sticking out the door in text with an animation
Messed around with some NPC mook colors, just for the sake of it.
Replaced a midi
Added "Mookin'" mook to Satralia
Fixed final boss music fadeout oversight.
Changed M3 style saturn palette to match Mr. Saturns used basically anywhere else in the game
Added another mook to Chapter 3 Sataene
"Weeks in the future" text is now a thing just before the chapter 2 Zarbol intermission.
- seeing as chapter 2 starts with a "Meanwhile" for some reason and a whole band manages to form off screen. There just HAS to be a time skip somewhere in there. this was the most logical place I could find.
Added animation in place of stated action to Niiue's introductory chapter 2 cutscene
Replaced one of the midi replacements with the original track from mother 3
Tweaked some music to remedy volume issues
Fixed softlock when flashporter engine is used to reach Niiue cutscene
Fixed flashporter engine being able to be used during Ch. 2 Niiue cutscene for some reason and telling you you cant use it with a party member before Niiue is even in the party
Disabled debug code that caused hard mode to enable in Mr. Sicko + Protoplasm fight
If you have the easyrpg version just hold F, it's missing the animation right now in the latest build I've actually released but :V
for the standard RPG maker version you'll have to wait until I manage to actually get the current build polished enough to release because there's stuff in there that's unfinished as shit and I'm inconsistent with actually working on it. It'll work the same, just will have an extra bit of animation.
Most of these probably won't be able to be changed in the next prerelease of 2.XX, but this will let me do things that either I wouldnt have been comfortable with doing initially or that may have been a bit more controversial to change. I'll have to figure out what a good default would be still, but people will still be able to tweak things to their liking if they want things a certain way.
(There's also some under-the-hood changes with how the menu works which theoretically should make running under EasyRPG not crash when you try loading a save without previous workarounds I was using.)
I've just had an idea that might make it easier to
A.) Release things more frequently
B.) Take a stab at some wilder changes without ruining everything
Juuust gotta overhaul the title screen. Again.
Whatever it'll probably be worth it lol
If you're for any reason having issues with things like the Mr. Saturn font and the "YOU WIN!" text displaying as random symbols when using EasyRPG, download this and make a "Font" folder in the game files. Put it in the folder.
I'm not 100% sure if this would work but it. should. at least.
Hey I just want to say I ADORE your NES Alinivar icon. Little fella. Absolutely chuffed by them
hksdhfg thanks!! It's from a set of sprites I made a while back on a whim for no particular reason, I do still have the original spritesheet lying around though
I think Ive managed to overcome the main roadblock that killed progress last time (I had to edit everything on earth referencing a dollar amount because the upgraded engine was being stupid about it) and combined with me playing the game again I think I'll probably have the next update actually come out at some point at this rate (probably by the end of this year? Or early next year. Not totally sure, not promising anything yet)
And now the water is animated
(Chapter 5 spoilers, if anyone cares that much)
Also yeah, I forget if I posted the earlier redone mars tilesets but I've touched them up a second time as of now. Obviously the snowy tileset is shown a bit in the video, but I've also redone the non-snowy areas too because I felt they could maybe use it
Some mock boxart for playing with EasyRPG in situations where it uses the title graphic to display as an icon or whatever, probably could use some work still, but it's a thing
IVE FINALLY GOT A FIX FOR THE EASYRPG BUG HELL YEAH
NEXT UPDATE SHOULD ONLY NEED ONE BUILD TO BE PUT OUT INSTEAD OF TWO LIKE IVE BEEN DOING FOR A MINUTE
also i may need to design boxart(?? basically) for mobile where the vanilla title screen is used as an icon lol
work on the mod is existent right now but I'm currently doing a playthrough just to refresh myself and havent had my hyperfixation land on cogdis for a hot minute (until now) So uh. Things might be a bit slow. Apologies for the long wait sjkdhfgjksdf
On the bright side, I haven't caught much in terms of issues from the upgrade to the engine that I'm using that I've already seen, meaning it should all be working fine without too much hassle. Maniacs patch seems to have a few glaring issues with cogdis (Dollar sign handling sucks and it screws up some in-battle text ordering meaning I have to screw with the phrasing and grammar in a few spots) but outside of those problems, it looks like it should handle everything fine and allow for stuff like running and some musical enhancements (.ogg files are supported as well as a way to make them loop in a way to give them intros)
Don't have an ETA for 0.8, it's still big and I have a lot to do before I can release it, but I wanted to give a status update.