VGL Progress Report – July

Okay, as y’all know / guessed, I’m consciously trying to slow down on the releases. I’ve got a lot of work to do before upping a new demo for testing, and like I said there *most likely* won’t be any updates to the main story in any new demo releases. And whatever story you do get in the extra areas after the demo isn’t 100% confirmed to be the actual story. It works mostly as a placeholder. What I can confirm is that anything found in bookcases will stay as they are in the full version, but that’s it.

What I’ve fixed since .9175

-Yet more tileset fixes & dialogue fixes
-Invisible “barriers” around the Topaz and Sapphire regions fixed
-Green “shadows” around certain battle sprites finally gone! Yay!
-The Opal mansion boss remained if you went back inside the “vault.” Not anymore.
-Fixed the code for Lucia’s weapon-based skills
-Added code so Charlotte, Sue, and Umbra can now use Catalysts; if more than one mage is in the party, a menu will allow you to choose the target. Currently only enabled for Mana Gems though.  Also, this means I need to make fixes to re-equip them since their equips will be unequipped after bringing their MP back to normal (which, BTW is done by changing their class back to default.)  I don’t look forward to this, but it’s gotta be done.
-Revamped Fishing code. Can now choose which out of four possible fishing rods to use. This took a LOT of code, and it’s not finished yet.
-Fixed code in the flower system, & reduced wait time for Emberose down from one hour to half an hour.
-Currently have a fix for a problem that arises when you use Warp and leave your boat stranded somewhere else in the world. You can talk to someone in Sapphire Docks and pay him money to find your boat and bring it back to port. Also, menu access is now forbidden while on the boat, so you can’t use Warp Ring while at sea.
-Holy Artes fixed; Restore only targets one person now; addition of Vital Circle.
-Healing Flames slightly balanced; now regens slightly less HP per turn.
-Alchemist in Sapphire didn’t reduce your inventory. Now she does.
-Lumen battle: Keith (and Vera if she’s in the party) remained after the battle if you didn’t learn the ultimate skill. Fixed.
-Lumen battle: Battle BGM didn’t change back to normal after battle. Fixed.

What I’ve added since .9175

-Emerald Village & Port is now essentially 75% complete, I just need to populate it.
-Copper Town is also mostly complete, but I have a lot of event pages to add when I start working on the full release.
-Vera can now use the Doppelganger skill in battle. It could very well be her most useful skill, period. Maybe I should tone down the damage to balance it…
-New map: Dead Plains & new areas in Alexandrite Forest.
-New map: Slade’s Hut
-Lots of work on Amethyst Village, but no interior work yet.
-Did some work on Castle Soren.  Now you can enter the halls on the second floor, and you can check out the ramparts.  Neato.
-Saiel battle: Lumen can now use the Teamwork command to activate a combination attack with one of the other three party members.
-Saiel battle: Umbra can use Discharge Trigger, a hidden skill. When she uses the Elemental command, there is a random chance for her to cast the spell up to four more times in a single turn. This is based on a skill she used in Vamoe Hunter Lumen.
-Saiel battle: Sierra gets damaged if she’s healed by Holy Artes.
-Saiel battle: Saiel died too easily with the new additions, so I made it so she used less lower-level Banish spells and healed herself more, with a stronger healing spell. Now it’s a challenge!
-Arron battle: He can now use the Bombs Away! skill, which targets the entire party. And unlike his other attack, he doesn’t need to reload. Heh heh…

Yeah, I’ve had new releases out for less progress.  Now it seems like such a tease…

3 thoughts on “VGL Progress Report – July”

  1. You’re such a tease, Otaku. Sorry, had to say it.

    Anyway, thanks for the update; I got the feeling you were probably busy with something.

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