Full notes
Full Realms and Ruins: Abencor update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Store
- Balance
- Fixes
- Events
Realms and Ruins: Abencor changes
Happy July! It's been scorching hot this month but this update is hot with lots of little fixes and tweaks. Like I've mentioned before, my goals for R&R going forward are finalizing a few systems, adding treasures, filling in missing dialogue and lots of bug fixes and playtesting. These past few weeks I've completed a full playthrough of Realms & Ruins: Abencor from start to finish. I took notes, squashed bugs, tweaked things and made dozens of small improvements across the game. It's starting to feel like a more complete experience but there's still some work to be done. Here's a list of all the things I've done:
Added dialogue to all the NPC's in Mandora, including guards.
Some minor quests have been added to Mandora area
Refactored a main quest script on how the player receives a quest item to avoid conflicts if the player has a full inventory
Removed debug text from bandage ability
Added log message when using bandage ability
Added a rounding function to the bandage ability
Modified an animation on an NPC in Ivywood to look less stiff
Added a check to prevent issues entering the catacombs cave from the back side
Added a check to prevent the player from accidentally leaving the catacombs cave without getting a quest item
Added some missing door sounds to doors in the catacombs
Ivywood shop was missing a purchase button for torch
Corrected listed price for torch in Ivywood shop
Corrected list price for arrows across all shop UI's
Added sound effect when selling
Reported an engine bug causing spawns to not be hostile
Reported an engine bug causing put_entity function to cause entities to not be hostile or move
Replaced some invisible walls with objects
Made some erroneously wandering guards stationary.
Added a walking animation to a gray elf model that didn't have one
Fixed a transition in Mandora that placed the player on the wrong tile
Removed some unused navigation paths in Mandora
Added a missing ceiling to the Mandora Throne Room
Added a missing wall block near the Orcish Blacksmith
Added a log message when stepping in acid
Adjusted the stats of the "Dune Crusher" weapon to make it actually worth buying
Adjusted the lantern quest item to be looted from a container rather than an enemy, to avoid full inventory conflicts
Adjusted the Dredgemoth quest item to be looted from a container rather than an enemy, to avoid full inventory conflicts
Added appropriate enemy behavior to the Flaming Skeletons in the Sandstorm Temple event
Added a sound effect to doors in the Sandstorm Temple
Added a sound effect to the boss door unlocking in the Sandstorm Temple
Adjusted loot drop rate on enemies in the Dune Tunnels
Adjusted some dialogue from the Ogres in the Orc dungeons to make more sense with what is occurring
Fixed a transition to the mandora Bank where the playing was facing the wrong way upon entering
Removed a duplicate switch in Bastion of the Prism
Added some missing ceiling tiles in Bastion of the Prism
Fixed a missing navigation tile in Bastion of the Prism
Added a missing skybox to the Chasm and Bastion of the Prism outside maps
Adjusted fog color in the above to fit better with the newly added skybox
Added a check to various dungeons to prevent player from entering the boss room if they are not at the appropriate place in the main quest to prevent story continuity issues
Added tags to many tiles to appropriately play step sounds.
Changed some interactive doors in the Chasm/Orc camp to prevent the player/camera from turning in confusing ways
Added a sign to storage/bank buildings
Added bank + appropriate scripting to the underwater city
Chickens now cluck
Cows now moo
Camels now....make whatever noises camels make
Adjusted spawn rates to make Ivywood forest less crowded
Added tags to all enemies in the game, categorizing them in ways that allow resistances and weaknesses.
Changed the reward for the Dredgemoth quest to be a unique weapon rather than a mundane sword
Wrote the script for special properties of the Dune Crusher weapon
Wrote the script for special properties of the Beastthorn weapon
Fixed some broken navigation in the Sandstorm Sanctum
Changed some interactive doors in the Sandstorm Sanctum to prevent the player/camera from turning in confusing ways
Added some environmental props to Sandstorm Sanctum to account for new navigation
Fixed offset placement of 2 doors in Sandstorm Sanctum
Added music to the Dune Tunnels dungeon
Fixed a transition issue where the player would face the wrong direction going from the sea to the Culceth Port
Added a navigation POI/Landmarks to make it easier to navigate the open sea (eg a nearby port being seen on the horizon)
Added a check to merchant sell scripts to prevent players from selling quest items that cannot be replaced
The script for slimes splitting on death has been fixed to account for areas where a slime couldn't split (walls, null space etc)
Fixed behavior of splitting slimes to be appropriately aggressive
Fixed a transition issue both to and from the Sea to the Kelp Forest. Added new effect to be a better indicator for transition points to each side
Fixed a transition where there was no way to actually get to the Ship Graveyard
Fixed a transition in the Ship Graveyard which was erroneously going to the Kelp Forest instead of the Coral Cave
Fixed a transition to and from the sunken galleon dungeon
Made some non-combat NPC's in the sunken galleon passable to avoid the player getting stuck if the NPC moves in a compromising osition
Fixed a typo in a transition from the Abyss which was throwing an error on map load
Made the jellyfish, ocean fish and lionfish billboard sprites to be congruent with other creatures
Fixed an animation for the jellyfish that got stuck in a loop when attacking
Added a heal, bind and level up point to the underwater city
Fixed broken transitions into and out of the Auga Royal Chamber
Updated death/respawn script to account for Auga respawn point
Corrected the bg music in the Auga Royal Chamber
Corrected gold price display on Auga Merchant
Added a roof to the sunken galleon dungeon
Reduced the size of some oversized characters
Added a light source to a set piece in Auga
Corrected an incorrect offset to a prop in Auga which was causing some zfighting
Fixed some erroneous sounds playing in the frost cave on certain tiles, a relic of migration from a previous build
Fixed a missing sound file for the frost cave beast, a relic of migration from a previous build
Phew! That's a lot. I think I'm on a good path to be done by my hopeful release timeline of later this year. There's still more work to do, but I'll keep grinding away.
If you like what you see make sure to follow and wishlist on steam, check me out on Bluesky and itch and join the R&R discord too!
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Discord
Bluesky @bonedudegamestudios.itch.io
Source
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