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Steam News5 May 20262mo ago

Chapter 6 Patch Update

Hello everyone!! Quick update, I haven't had access to my development PC for several weeks now, but managed to get things hooked up for the time being.

In this update2

Full notes

Full Kedemara - The Orphan's Ballad update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone!!

What changed

1 fix0 additions6 changes1 removal
  • Events
  • Gameplay
  • Balance
  • Fixes
  • Store
changedCh 6 Fix:The events for this part are contained in a huge script/code page that runs in that area. It has no true interrupts while it's executing, and with the way the game engine is coded, it processes/runs things until all commands are completed.
changedCh 6 Fix:I have "split" the events into two separate pages/scripts, one not triggered for execution until after a Game Save request. What this does is keep the game from "knowing" what the next thing to run is, so it won't try and complete all the script if something in there is erroneous.
changedCh 6 Fix:This allows me to update the problematic part of the code if something else occurs, and the jump to next event page means any changes made will kick in when loading the requested Game Save prior. This should prevent any "Single Save File" Players from experiencing an issue like this which can't be remediated by myself.
removedCh 6 Fix:Instead of requiring you to equip certain party members (causing the lockout issue since some party members refused to unlock/move) I have removed all party requirements in this scene altogether. You should at least be able to start the battle and not be hard-locked like prior where you could not even start the final battle.
changedCh 6 Fix:Thematically, I have opted to hit certain party members with a massive amount of damage (thus knocking them out, likely) and healing the intended party members I originally wanted you to equip. You should be able to start the battle regardless, but not equipping the requested party members means you'll have active characters who are knocked out at the beginning of the battle. This also make more sense, as you could revive/heal knocked out members and have them join the battle if you want. This should maintain continuity with the story while circumventing the prior issues with the game locking players out.
fixedCh 6 Fix:Hopefully that takes care of things for that egregious mistake on my part. Sorry to anyone else who had to shoulder the bug and couldn't finish it! Hopefully now things should be resolved for any saves prior to that final area!

Kedemara - The Orphan's Ballad changes

changedThe events for this part are contained in a huge script/code page that runs in that area. It has no true interrupts while it's executing, and with the way the game engine is coded, it processes/runs things until all commands are completed.
changedI have "split" the events into two separate pages/scripts, one not triggered for execution until after a Game Save request. What this does is keep the game from "knowing" what the next thing to run is, so it won't try and complete all the script if something in there is erroneous.
changedThis allows me to update the problematic part of the code if something else occurs, and the jump to next event page means any changes made will kick in when loading the requested Game Save prior. This should prevent any "Single Save File" Players from experiencing an issue like this which can't be remediated by myself.
removedInstead of requiring you to equip certain party members (causing the lockout issue since some party members refused to unlock/move) I have removed all party requirements in this scene altogether. You should at least be able to start the battle and not be hard-locked like prior where you could not even start the final battle.
changedThematically, I have opted to hit certain party members with a massive amount of damage (thus knocking them out, likely) and healing the intended party members I originally wanted you to equip. You should be able to start the battle regardless, but not equipping the requested party members means you'll have active characters who are knocked out at the beginning of the battle. This also make more sense, as you could revive/heal knocked out members and have them join the battle if you want. This should maintain continuity with the story while circumventing the prior issues with the game locking players out.

Quick update, I haven't had access to my development PC for several weeks now, but managed to get things hooked up for the time being. Availability may be spotty, so please be patient with me about any bugfixes or replies....thank you!!

Ch 6 Fix:

So as pointed out in discussion post, there's a big problem with the final battle in Chapter 6. There are no spoilers listed, so it's ok to read if you aren't there yet.

  • The events for this part are contained in a huge script/code page that runs in that area. It has no true interrupts while it's executing, and with the way the game engine is coded, it processes/runs things until all commands are completed.

  • Because of some previous commands in the script requiring certain party members to be equipped, it has caused a nightmare for everyone depending on who was in the party when it ran.

  • Part of this may be (likely is) poor scripting on my part, however some of the quirks may be down to the party management plugin as well

I have done the following to (hopefully) alleviate the issue for future players and make changes/fixes more manageable for myself too.

  • I have "split" the events into two separate pages/scripts, one not triggered for execution until after a Game Save request. What this does is keep the game from "knowing" what the next thing to run is, so it won't try and complete all the script if something in there is erroneous.

  • This allows me to update the problematic part of the code if something else occurs, and the jump to next event page means any changes made will kick in when loading the requested Game Save prior. This should prevent any "Single Save File" Players from experiencing an issue like this which can't be remediated by myself.

  • Instead of requiring you to equip certain party members (causing the lockout issue since some party members refused to unlock/move) I have removed all party requirements in this scene altogether. You should at least be able to start the battle and not be hard-locked like prior where you could not even start the final battle.

  • Thematically, I have opted to hit certain party members with a massive amount of damage (thus knocking them out, likely) and healing the intended party members I originally wanted you to equip. You should be able to start the battle regardless, but not equipping the requested party members means you'll have active characters who are knocked out at the beginning of the battle. This also make more sense, as you could revive/heal knocked out members and have them join the battle if you want. This should maintain continuity with the story while circumventing the prior issues with the game locking players out.

Hopefully that takes care of things for that egregious mistake on my part. Sorry to anyone else who had to shoulder the bug and couldn't finish it! Hopefully now things should be resolved for any saves prior to that final area!

Other News:

Kedemara 2!!

Yes, I spent my winter holidays working on the foundation/baseline of the game and I'm very excited about what's to come with it. Now the reason why I did that, is because I was relatively fresh when it came to working in the engine and my skills were sharper than right now. I've been unable to do any meaningful development, due to some very positive changes in my personal life right now. These are event-based, so while there is some adjustment to my time available to do game development, things should lighten up after a few months or so.

That having been said, we're still looking at a year or two before I have anything meaningful to show for Kedemara II. I like the direction and decisions that have come around the typical development/design cycle thus far. I believe the surprises in store for everyone will be worth the wait. This will be an incredibly costly endeavor for me, as there's a few things that should set this installment in a much higher tier than Kedemara 1 was. Things like that cost money though, and I'm still looking for the money tree to plant in my back yard ;-)

Thank you to all who have played, discussed, advised, and praised Kedemara: The Orphan's Ballad! You folks make the effort worth it, and I humbly thank you for the kind words and encouragement I've received thus far. Here's to many more adventures and stories for us to share together =)

  • Andrew (Creator)

Source

Steam News / 5 May 2026

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