Weekly Pupdate (5/5/20) -- Patch #22
ANOTHER WEEK, ANOTHER PUPDATE!
Time marches ever forward, greedily consuming each of us, moment to moment. But even the inevitable march of time cannot stop the great work we do here, my pups! This week, we have a fun patch in store! Let's hop right in, shall we?
Ephemeral Tale 1.5.1 Changelog
- More back-end changes to prepare for Major Update #3
- Added a small secret to an item (hint: it’s a counter of some sort)
- Fixed a bug that caused Mimic fights in the Corrupted Castle to be visually harsh (tl;dr turn down your bloom, fellow devs)
- Fixed a bug that blocked progress on Jackson quest
- Removed the screen blur effect from the Caverns after a certain trigger occurs
- A metric bunch of collision fixes in various areas (Caverns, Oasis, Castle, Respite, and Forest)
- Fixed an issue with changing maps in the Oasis
- The “Jelly rooms” now function differently, all changes below indicate the differences
- Jelly rooms now have 1 set layout per dungeon, but it is significantly larger than before
- Loot locations are now static, and will always be in those locations (but still reset every time you clear the “room,” and return to the dungeon proper)
- Enemies now spawn in these rooms as well, they are no longer a safe haven
- Treasure goblins have a significantly higher chance of appearing in these rooms
The big bit of this week’s patch is a complete overhaul of the “Jelly rooms.” Originally, these served as a bit of extendable content that were thrown in during Major Update #1, but ultimately had issues. The reality of week-to-week patches is one that makes overhauls of features like this hard, as I need to plan them out and effectively make all of the changes necessary, but in a bubble-- at which point I can pop the bubble and send ‘em out to you guys. In this particular instance, I’ve made the first series of changes to these that I expect to make, with more to follow in the future. I’ve got a few ideas as to how I can further extend on these in the future, one of which you'll likely see next week!
I want to take a moment to thank you guys for your support through these past 22 weeks, and really take a moment to appreciate all the time you've put into the game, the feedback you've given, and the awesome community that you guys have helped form. I know that I'm far from a perfect developer-- I'm slow, I regularly break things (almost always on accident!), and can be a bit stubborn when it comes to certain design tenants. Despite that, you guys continue to play, and you guys continue to share the game with your friends. When I say that Ephemeral Tale is more than just my game, I truly mean it! You guys are a staple part of the game and the development process, and I wouldn't have it any other way. Next week, we've got a big changelog in store. As such, this week, the Pupdate is going to be shorter than usual. Until next time!
Have fun and stay safe,
-- Ryan
Get Ephemeral Tale
Ephemeral Tale
An inevitable end. An unstoppable beginning.
Status | In development |
Author | Dawdling Dog, ltd. |
Genre | Role Playing |
Tags | 2D, Loot, Turn-based, Turn-Based Combat |
Languages | English |
Accessibility | Configurable controls |
More posts
- Pupdate: Ephemeral Tale v1.50.7 + Announcing Major Update #8!Apr 16, 2024
- Version Update: 1.46.3 -> 1.49.3Jul 27, 2022
- New Multi-log: 1.37 -> 1.40.1!Apr 09, 2021
- Weekly Pupdate (12/22/20) -- Major Update #6 is here!Dec 22, 2020
- Weekly Pupdate (11/24/20) -- Patch #51 (QoL + Balance changes)Nov 24, 2020
- Weekly Pupdate (11/10/20) -- Patch #49 (Bug fixes, animation updates)Nov 10, 2020
- Weekly Pupdate (10/27/20) -- Patch #47 (Hit protection + balance changes)Oct 29, 2020
- Weekly Pupdate (10/16/20) -- Major Update #5: Throne of ShadowsOct 17, 2020
- Weekly Pupdate (9/29/20): Update #43Sep 29, 2020
- Weekly Pupdate (9/15/20) -- Patch #41Sep 15, 2020
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