GMS1 Exodus Part 2
Author: indiefoldcreator
Date:
Sun, 11 Feb 2024
Genre:
Action, Adventure, Indie, RPG, Early Access
Developer: Planet Tobor
Release Date: Fri, 30 Aug 2019
Developer: Planet Tobor
Release Date: Fri, 30 Aug 2019
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
PATCH NOTES - 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)
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