A good deal of fixes (Demo V1.4)


Hey, all, coming at you this time with a good slew of fixes and updates! Also, I figured now might be a good time to toss in version numbers on the demos, seeing as it's pretty much a given things that I completely forgot to worry over. Anyway, along with setting a clearly visible version number, the following things have been added to/fixed in/changed in the demo:

- A fully functioning minimap system, along with a key item that lets the player see how to toggle it on/off and change minimap size. (It was brought to my attention by more than one person that the maps felt a bit big and overly confusing, so I decided to buckle down and try to find a manageable way to include a minimap. Luckily, it is not a difficult implementation and should not cause the game to lag any, if at all, so it should help alleviate that feeling of the maps being too large or too confusing. Also, as a lovely side note, it helps to fix any issue of where a target location/NPC is, such as Juro's home, by simply showing a bubble over target locations or NPCs.)

- A few small fixes in terrain that make it where the player cannot get to places he/she should not be able to reach.

- A change to certain enemy appearances to make better sense of a later/full game detail.

- Signs have been placed outside of each home in Silvale Village, making it easier to discern where certain people's homes are (specifically Juro's and Arae's).

- Wording has been changed on certain cutscenes to better describe certain things or better fit a situation.

- A few very small fixes to a couple of other cutscenes.

- The warp statue will clearly state when certain areas are unavailable due to a hindrance in its magic, letting the player know beforehand that some places will not be able to be warped to until further notice (AKA, physically progressing through the game/story).

- A plugin was added to make better use of elements (AKA, how a fire/ice/water/etc. element will affect an enemy).

- A plugin was added to give enemies a level system, allowing the player to clearly see if a fight with an enemy is a wise idea or not.

- A plugin was added on top of the previous plugin that allows the player to scale up or scale down enemy difficulty.

- A plugin was added that allows the player to speed up battle animations, allowing the player to more quickly move through battles at his/her leisure.

- An item was added that allows the player to "scan" enemies (basically, it will allow the player to visibly see an enemy's stats, as well as their elemental resistances, weaknesses, immunities and even what element an enemy absorbs).

Whew, that was definitely a good chunk of things to add for one update, but here's hoping that they make the demo far more enjoyable and far less of a chore to play. I am unsure if any other issues remain, but you can rest assured if any come to my attention, I will fix them to the best of my ability (so long as it is not limited by RPG Maker's system). Anyway, there's the update post for you, and, as always, if you find anything wrong or off in the demo, or even if you have a recommendation, I would love to hear it so that I can continue to improve on what I have thus far of the game. Stay tuned for more updates on the way, have an awesome day, and thanks so much for reading through this wall of text!

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