Update log
Full Chronicles of Vaeltaja: In Search of the Great Wanderer update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Events
- Gameplay
Good day, Traveller!
Here it finally is: 'Islands of the Prophets Part 2'. Developing and releasing this update has been more challenging than I expected, but I finally succeeded and I'm revealed that it is finally over. The problems started when I realized that the main dungeon 'Temple of the Prophets' wasn't that fun to play. I wanted it to be more straightforward than the previous main dungeon 'Wizard's Tower', which was very puzzle heavy. The 'Temple' felt boring and it didn't offer enough challenge. I was afraid I would have to redesign it completely and the whole process started to drag. Fortunately one day I realized that the layout of the dungeon was actually good, but I had used it in the wrong way. In the end it only took a couple of small edits to the layout and after that things started to progress naturally.
There are some things I wanted to include in this update, but decided to add them in the future updates. They were mostly some small graphical changes and minor side content, so overall it's not a big loss. But rest assured, those things are coming in the future.
Anyway, I don't want to waste your time anymore with my rambling and I feel I need to take a small break from the game, so let's get to the patch notes.
PATCH NOTES
ADDED:
Main dungeon Temple of the Prophets
Last underground area of the Islands of the Prophets
Islands of the Prophets house interiors
Grabbling Hook
New enemy Phantom Knight
Some new weapons and armour
GRAPHICAL ENHANCEMENTS
Improved Great Forest Textures
New treetops and tree sprites to Great Forest and Pramea
New leaf ceilings to Twin Falls, Great Forest and Pramea
Better scaling to dungeon iron doors
CHANGES
Enemy flee mechanic added to nikaru, bandits, leechers, cubbos and outlaws
Bats will try to flee when the main character reaches level 3
Many core plugins upgraded to the latest version
Adjusted enemy mob positions so that they wouldn't appear partially outside of the screen bounds in battle screen
Disabled F5 so it won't reset the game when pressed
FIXES
Bat mob in the northwest part of the Cemetery area no longer display old battle background
Bookshelf in the Wizard's Tower's 3rd floor is no longer sideways
KNOWN ISSUES
Great Forest and Pramea still display old treetops in the battle backgrounds
There still may be some small bugs caused by the engine and plugin upgrades that I didn't encounter while testing
Phantom Knights may still need some balancing
That's it for now. I will take a small break from the game and after that I will focus on the next overworld area Autumn Valley, but there still might be some smaller updates with enhancements and side content before the next major content update.
Have fun and see you in Twin Falls!
Thank You!
Jani/Witchgrove Games
Source
