GMS1 Exodus Part 2 - Game Updated to 0.2.6.3
/Hail and happy weekend, Barbarians! ⚔
The exodus from GMS1 to GMS2 goes on, and I wanted to be a bit further along with it before patching the game, but certain issues have come up (thanks for letting me know!) that I couldn't let go without another batch of fixes.
This patch includes those hotfixes, as well as some minor improvements, balancing, tweaks, and general spot cleaning to issues I noticed while testing.
During the room rebuilds from GMS1 to GMS2, I have noticed the game gain a bit of a spring in its step performance wise (at least on my machine) so I hope this continues to improve as I optimize the game for GMS2.
I also want to talk about my plans for release, as that is looming and this whole GMS2 situation has definitely thrown a wrench in the works. Once the game is properly GMS2-ified, I plan on finishing the Volunheim area, features that still need that nudge over the finish line, the final dungeon, and the final boss (as well as story wrap ups).
The game needs a 1.0, I need it, you've waited WAY too long (and I've been at this for way too long, ha!), and it is mega overdue. Any content that I have to cut (time will tell, especially concerning how long the rest of this GMS2 conversion will take) will come in the form of post release free updates (ocean encounters, the Southern continent, more enemies and bosses, more randomized scenarios, more gear, etc.).
That's my plan as it stands. Thank you for being so patient, and for all your support! The final sprint is upon us.
-Matt
PATCHNOTES - 0.2.3.6 Early Access
IMPROVEMENTS
MANY tilesets converted to GMS2
Several rooms finalized and converted to the GMS2 layers/tile system
Many rooms, as a result, have gotten minor tile fixes (tiles that were missing or placed in awkward/stupid spots), better seasonal background layers, etc.
Updated gold vendor values on some weapons/gear
Updated certain spawns and spawn points to reflect day/night changes
Updated some enemies to do status ailment effects and corresponding damage
Updated sections of the worldmap with biome information
Added a state to the player on the overworld so that when you are entering or exiting a location, as long as there is a fade in/fade out, you cannot enter another, or collide with a wandering monster on the map
Exiting water when "swimming" tuned to be a little snappier
Remade dozens of tilesets so they now conform to GMS2
Remade way, WAY too many sprites from old tilesets (background props) so they can now be placed in non-grid spots in rooms (GMS2 tile system does not allow off-grid placements)
First batch of rooms properly remade and brought up to GMS2 systems (layer system, new tile system, etc.)
Fixed those on the beta branch on Steam not able to launch the "normal" game (missing .exe / could only play the beta branch versions)
NEW STUFF
New enemy (work in progress) added to Volunheim
New testing section for Twinfang added to Volunheim (not complete dungeon, but some rooms to explore and items to find)
CHANGES
Increased drowning damage
Added an "ignore defense" mechanic to some very dangerous hazards and damage sources (like drowning)
BUG FIXES
Kuchvek's Crossing screens still had solids before and after pulling the switch when they shouldn't
Ghosts were lighting themselves on fire
Some biome settings were not showing/hiding seasonal layers and assets
Jailer attack was messed up during imprisoned story sequence
If the main brute's feelings were hurt in imprisoned story sequence and you escaped before he leaves, he moonwalked back toward gate
Fixed several crashes that could be triggered in the imprisoned story sequence (Thanks, TremorTheWolf!)
Fixed several weird and janky issues that were triggering and occuring out of place in the imprisoned story event
Fixed all issues of "new_item" appearing in text and dialogue found throughout the game
Several fade in/out objects were spawning on the worldmap under certain conditions, causing issues
Fixed a crash that could occur on the overworld map when entering a location that messed with the math on the overworld camera
Fixed the Dogcatcher boss in the burning village intro falling through the floor, softlocking the game unless you quit and reload the game (this issue returned after moving to GMS2)
Fixed pushing "Up" on left analog stick on a gamepad at the "level up" locations causing the level up menu to flash uncontrollably (this issue returned after moving to GMS2)