Update log
Full Realms and Ruins: Abencor update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- Balance
- UI and audio
- Fixes
- Events
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
Source
