AenaonDusky 51 Posted October 16, 2019 Author Share Posted October 16, 2019 4 hours ago, PicklesThePikachu said: Thank you so much!! I had a feeling I was missing something obvious like that... You're welcome! Have fun! Quote Link to post Share on other sites
PicklesThePikachu 3 Posted October 16, 2019 Share Posted October 16, 2019 Another couple of things: Minor bug? Spoiler Just down route 2 of Norella Village, by the house by the cave, there are 2 walkable spaces near the plant labled "DEADLIFT MATERIAL," right and lower-right of the plant. From either one, MC can't walk directly to the other. Stuck (again)? Spoiler On my way back to Artemisia city, I got stuck behind the rock smash rocks on route 0. I don't remember encountering them on my way out toward Norella, but I can't find an alternate way back. Am I missing an obvious path? Do I need the workout dude on Route 2 to help me? Feelings: Spoiler I'm really loving this game overall! It's really refreshing to play a pokemon game without the gym script, and where the main character isn't necessarily the protagonist. I like your balance of humor and serious philosophies too. I was particularly struck by Elea's bit about MC's anxiety and self-pity trap as hubris; seeing yourself as a product/vessel (or messenger?) of the people and ideas around and before you is a way to counter that trap that I've never encountered before! On the lighter side, the talking sign-post sequence had me laughing out loud! I was just a little sorry to have Delibird "take care of it." Quote Link to post Share on other sites
AenaonDusky 51 Posted October 16, 2019 Author Share Posted October 16, 2019 On 10/16/2019 at 9:59 PM, PicklesThePikachu said: Another couple of things: Minor bug? Reveal hidden contents Just down route 2 of Norella Village, by the house by the cave, there are 2 walkable spaces near the plant labled "DEADLIFT MATERIAL," right and lower-right of the plant. From either one, MC can't walk directly to the other. Stuck (again)? Reveal hidden contents On my way back to Artemisia city, I got stuck behind the rock smash rocks on route 0. I don't remember encountering them on my way out toward Norella, but I can't find an alternate way back. Am I missing an obvious path? Do I need the workout dude on Route 2 to help me? Feelings: Reveal hidden contents I'm really loving this game overall! It's really refreshing to play a pokemon game without the gym script, and where the main character isn't necessarily the protagonist. I like your balance of humor and serious philosophies too. I was particularly struck by Elea's bit about MC's anxiety and self-pity trap as hubris; seeing yourself as a product/vessel (or messenger?) of the people and ideas around and before you is a way to counter that trap that I've never encountered before! On the lighter side, the talking sign-post sequence had me laughing out loud! I was just a little sorry to have Delibird "take care of it." Oh man, we're really sorry about the rock predicament; there's been a lot of changes after the tileset and eventing redesign process, which has interfered with the previous setup. We apologize for the inconvenience. The fixed version will be up in about an hour and a half. Spoiler Thank you for your kind words. We're eager for your full review upon reaching ep3's end (well... after this pesky bug has been taken care of). Alright, newest version is up, bug fixed. v3.9.24 changelog: Spoiler - Fixed Silk Scarf being obtainable before receiving Courier Bag - Fixed some more rogue tiles and updated some tilesets - Fixed a potential progression halting bug caused by the eventing and tiling revamp Again, sorry about this! By the way: Spoiler Well done for noticing the implications behind that approach. I'd love to hear some more elaboration on this after you're done with the episode! It's a point so crucial, it cannot be overstated enough. It isn't as original as it appears, frankly, seeing as it would also be self-contradictory if it were, right? v3.9.41: Changelog QoL pack 1 Spoiler QoL, Bugfix and Optimization update pack 1: 17. Applied compression to most tileset images, they're now at least 60% smaller each (the bigger non indexed ones). Better performance (on lower end systems). Slightly washed out colors and negligible degradation of quality. 18. Fixed a couple more rogue tiles 19. Made some minor adjustments to S Artemisia's map 20. Moved some South Artemisia NPCs inside houses for better performance 21. Added different track variations for Northeast night, South, South night, Southeast, Southeast night, and East, east night. The idea here is that the music increasingly loses it's Latin/Jazz instrumentation and color the further you go north, but Eastern Artemisia's night theme never forgets its roots. 22. Decreased Western, Northeastern and Southern Artemisia's map size 23. Repositioned some mons. 24. Fixed typos 25. Further compressed audio files. Lower audio file size makes maps load faster and reduces the small lag choke that happens when you first enter a map. Bridge to SE artemisia still causes a bit of a choke. Will work around it in the future. 26. Fixed shadows in Norella and Fall's Pass tilesets 27. Fixed some problematic spaces between buildings in certain tilesets 28. Fixed a rogue tile showing up in SW artemisia if Gracidea was obtained 29. Fixed MC's late game sprite 30. Implemented a cutscene when talking to Pika woman (suggestion courtesy of PhantomBima) 31. Fixed all Pokemon OW sprites without shadows 32. Fixed Elea's eye color inconsistency 33. Fixed Ditto not transforming into Mega Camerupt 34. Made Jade's battle sprite animation smoother. 35. Fixed another rogue tile in SW Artemisia. v3.10.0: Important Update, fixes progression-halting Route 0 rock bug. Spoiler 36. Fixed some Route 1 mountain tiles 37. Fixed a rock's shadow in the Fall's Pass tileset 38. Set up OpenCL texture size compatibility (tilesets no longer bigger in height than 16384) 39. Fixed progression-halting Route 0 rock bug v3.11.8: Qol, bugfix and optimization pack 2: Spoiler 40. Fixed more tile bugs 41. Added more shadows on Route 0 tileset 42. Updated tileset graphics 43. Applied RGB 8bit compression to all Tilesets, now indexed. Palette adjustments pending. 44. Corrected some small mapping errors 45. Corrected tileset shadows 46. Applied RGB 8bit compression to all Autotiles, now indexed. 47. Applied RGB 8bit compression to all Battlers, excluding currently unimplemented ones 48. All NPCs now have shadows 49. Implemented single-event ship graphic instead of multi-event ship graphic on Jade's map (same would have been done with the rubble but that still appears on top of player) 50. Fixed an enemy trainer freezing the game when talked to from a different angle in the sewers. 51. Added Gangsta Outfit backsprite, in case the player battles an NPC while in Gangsta Uniform 52. Added VS sprite for MC and adversaries 53. Fixed Emblem icon 54. Fixed typos 55. Removed unecessary icons and graphics 56. Fixed Blue Glove Boss' floating sprite 57. Replaced vanilla lvlup and catching jingles 58. Corrected a couple of map names 59. Added JessWishes' multiple savefile system. Rename your old savefile to Game1.rxdata for compatibility. Quicksave always saves to Game1. v3.11.10 Spoiler 60. Fixed save path problem 61. Fixed random freeze during opening sequence v3.11.20 Spoiler ---2020 HOTFIX---- 60. Polished Hermia Town Map, fixed impassable tiles 61. The "Ship" now goes away after the player comes back from the trip. 62. Hermia and Route 0 will play night music normally after music-changing events 63. Corrected fence tile errors 64. Fixed a lot of general mapping errors 65. A Fall's Pass broken event works now 66. Route 0 tile errors fixed 67. Route 1 tile errors fixed 68. Fall's Pass tile errors fixed 69. Route 2 tile errors fixed 70. Corrected a few typos More to come in the next and probably final EP3 QoL pack. v3.11.21h Spoiler ----2020 HOTFIX v2---- 71. Fixed a tile bug that could potentially halt progress on the "Past" map v3.11.22h Spoiler ----2020 HOTFIX v3---- 72. Made it easier to find an item on the "Past" map 73. Fixed character disappearing in a late-game cutscene Quote Link to post Share on other sites
AenaonDusky 51 Posted March 7 Author Share Posted March 7 Hello everyone! We're proud to announce the release of the improved Courier Update version! The Courier Update has brought a ton of improvements, and 12 Sidequests too (3 of which are missions). The world has been enriched, dialogue improved, and many bugs have been fixed. Some quality of life improvements have been added too. This is much closer to the original vision of the game, and we'd encourage all those who've already played to give it one more playthrough. The game is 10-20 hours long now, depending on how you play. With that out of the way, here's the changelog: Spoiler 71. Orphanage door now needs to be interacted with the action button rather than stepped on in order to activate 72. Orphanage door will display a message upon interaction when certain events have not yet transpired 73. Item icons and other unnecessary stuff removed 74. Box "puzzle" labyrinth is now visually easier to traverse 75. Name display on same map fixed 76. Fixed obtaining an item without having the bag in SW Artemisia 77. Fixed Sylvia's team moveset 78. Saving prompt at the end of the episode is now in your face 79. Corrected many character sprites (sailors, citizens, deliby etc) 80. Start screen running sprite corrected 81. Intro and Past maps tiles fixed 82. Refined dialogue, fixed a lot of typos, and som braken grammer barring when it's needed (colloquial speech + other reasons) 83. Fixed unexpressive sprite movement during cutscenes 84. Jingles or other animations/expressions during cutscenes added 85. Very low pitched music during first Elea event fixed 86. Items given to the MC during missions are now shown in the bag when in possession 87. Suspicious grandma event now checks for progress 88. Valetudinarian standing on an impassable tile can now move normally 89. Refined parts of many maps 90. Reduced encounter density on Uni map 91. Changed Title Screen 92. Cleaned the Under from unnecessary events 93. Added checks for player trying to leave from the entrance 94. Band cutscene now takes into account previously played BGM and restores it (eg night theme) 95. Fixed character direction facing after warping - especially after climbing stairs 96. Fixed visible upper floor in the Orhpanage 97. A number of different interactions after certain events have transpired have been added 98. Southeastern path to gang properly blocked 99. Healing spot Southeastern Event fixed, disables adjacent events 100. Aunt Mona now checks for having visited Norella 101. Save file prompt made clearer 102. Player can't leave the caves without talking to the Elder 103. Grandma now checks for previous encounter with her 104. A couple more cutscenes take previous BGM into account and restores it 105. Flint now checks for previous events before commenting 106. Nurse now takes Budew existence and healed event into account 107. Fixed wrongly positioned computer event 108. Tidied up Tyson's VS sprite 109. Changed Norella's Night Theme 110. Partially animated Fennekin Battle Sprites 111. Corrected Tyson's Trainer Sprite 112. Fixed interior shadows 113. Citizens now react to mid and post Ladder events 114. Made Tyson's Theme shorter - cut is a bit obvious, will redo in the future 115. Entry to certain buildings is now blocked when you are gangsta. 116. More people react to you being gangsta. 117. Fixed certain events not reacting to gangsta status if not previously interacted with. 118. Removed unnecessary events from Southeastern Artemisia 119. Tidied up Elea's 'downed' sprite 120. Added slight fade in on both Elea and MC themes 121. Added Elea Whirl Animation 122. Made Whirl Island look more like an actual island and not a square landmass 123. Partially animated sligoo sprite 124. Water splash and swimming effects added 125. Cianwood city has background waves sfx now 126. Healing Center Animation added 127. Guardian sprites replaced 128. Unnecessary position storing events removed 129. Changed Wild Night Battle Theme 130. Gang Duo sprite fixed 131. Saving more than 10 files warning fixed 132. Reduced levels of Liberators during first few encounters 133. Applied limiter to all custom tracks 134. Huge number of tile fixes 135. Gligar doesn't float that much now 136. Running Couriers and baddies fixed 137. Lantern Item substitutes Flash 138. You can now encounter and battle Sigfried multiple times 139. Moomoo milk added as an item. 140. Erased unecessary bridge events in Fall's Pass 141. Forgot to deliver the shake? Poor Cap's gonna have gasses. A number of small events like that have been added. 142. Changes and different reactions depending on progress, secrets found, and transpired events 143. You might want to hold on to your potions, and then donate them somewhere... 144. Many new secrets 145. Under Entrance Password Guy moved to the building next to the fenced Area that leads to the Under sewer entrance. 146. vsGuardian music plays properly now 147. ball check deletes it if it exists now 2 Quote Link to post Share on other sites
J-Awesome_One 1328 Posted March 8 Share Posted March 8 I take it you removed the game off of your mega? Quote Link to post Share on other sites
AenaonDusky 51 Posted March 8 Author Share Posted March 8 47 minutes ago, J-Awesome_One said: I take it you removed the game off of your mega? Link updated, apologies! 1 Quote Link to post Share on other sites
J-Awesome_One 1328 Posted March 8 Share Posted March 8 42 minutes ago, AenaonDusky said: Link updated, apologies! Lol. It's ok. Quote Link to post Share on other sites
J-Awesome_One 1328 Posted March 8 Share Posted March 8 Soooo it seems whenever the text is 3 lines long, it just completely skips the 1st line and goes to the last 2. Quote Link to post Share on other sites
AenaonDusky 51 Posted March 8 Author Share Posted March 8 39 minutes ago, J-Awesome_One said: Soooo it seems whenever the text is 3 lines long, it just completely skips the 1st line and goes to the last 2. Check the text speed setting in the options menu - is it set to INST? INST speed is for those who wish to skip most of the text. Quote Link to post Share on other sites
J-Awesome_One 1328 Posted March 8 Share Posted March 8 2 minutes ago, AenaonDusky said: Check the text speed setting in the options menu - is it set to INST? INST speed is for those who wish to skip most of the text. Ohhhh... ok. My bad. Lol. 1 Quote Link to post Share on other sites
Corruptedchris 4 Posted March 8 Share Posted March 8 the link doesnt work anymore the file is gone from mega Quote Link to post Share on other sites
AenaonDusky 51 Posted March 8 Author Share Posted March 8 Link updated: Version C1.2 - fixed a rogue autorun event. Quote Link to post Share on other sites
GreyLord101 1 Posted March 9 Share Posted March 9 I'm having a bit of trouble in the cave on Route 0 during the pidgey sidequest. It seems like I'm stuck and there is no way to complete the cave nor is there any ability to leave the area (after you fall off the tree over the fence). Quote Link to post Share on other sites
AenaonDusky 51 Posted March 9 Author Share Posted March 9 3 hours ago, GreyLord101 said: I'm having a bit of trouble in the cave on Route 0 during the pidgey sidequest. It seems like I'm stuck and there is no way to complete the cave nor is there any ability to leave the area (after you fall off the tree over the fence). Interact with the fence which isn't "covered" by the trees in the rightmost corner. Quote Link to post Share on other sites
GreyLord101 1 Posted March 10 Share Posted March 10 Thanks for the help. Also, there is currently a game breaking bug that makes it impossible to cross the bridge on route 0 when leaving the ruin after the cutscene with the bard and municipal officer finishes (the ruin where you can also get the confide tm). Quote Link to post Share on other sites
AenaonDusky 51 Posted March 10 Author Share Posted March 10 2 hours ago, GreyLord101 said: Thanks for the help. Also, there is currently a game breaking bug that makes it impossible to cross the bridge on route 0 when leaving the ruin after the cutscene with the bard and municipal officer finishes (the ruin where you can also get the confide tm). Got word about it - sorry 'bout that, has been fixed, check the updated link! Thank you for reporting it! Changelog: Spoiler 1. Fixed problem with bridge if you enter the ruins in Fall's Pass 2. Fixed rocks reappearing inbetween certain events happening 3. Tiles leading to the Aquatic Horizons are now green 4. Player can't leave with the shield on them C1.4 is out: Spoiler The leftover rock bug from the legacy versions has been fixed. If you encountered the bug before 1.3, just go next to the rocks and they will disappear. If you're stuck on the city-exit side, talk to the Johto Relative guy again and the rocks will disappear. Quote Link to post Share on other sites
GreyLord101 1 Posted March 11 Share Posted March 11 Love the game so far! Lots of good writing and interesting twists. One question I have--I'm confused by the puzzle in old artemesia. I understand it has to do with following the green rocks to the gate, but asides from that, I'm, completely lost. Could you spoil the answer for me? Thanks! Quote Link to post Share on other sites
AenaonDusky 51 Posted March 11 Author Share Posted March 11 13 hours ago, GreyLord101 said: Love the game so far! Lots of good writing and interesting twists. One question I have--I'm confused by the puzzle in old artemesia. I understand it has to do with following the green rocks to the gate, but asides from that, I'm, completely lost. Could you spoil the answer for me? Thanks! We're glad you like it! So, that particular puzzle: Spoiler requires outside knowledge, meaning, the answer cannot be found if you do not possess said knowledge. While every good puzzle must avoid this, there are a lot of reasons for this predicament. That said, you can find a hint by interacting with the bigger statue. That A_______ is where you should focus your attention. These are the hints: 1. It is something certain ancestors had been looking for. 2. The letters in the pillars are obviously not latin 3. "A" needs to stay as is and is used as a negative prefix, and the rest of the word means "forgetfulness"...or at least, that's the root of the word and what it originally meant. 4. You can also "discover" the word by thinking back to the last topic that was touched upon in Norella and then proceed with translating it. If you're still having difficulties finding the word just hit the spoiler button. Spoiler Google translate "truth" into Greek. EDIT: C1.5 update: Spoiler Fixed a late-game building transfer event not working properly EDIT: C1.6 Update: Spoiler - Fixed player not being able to go back to Western Artemisia due to a legacy failsafe for a previous event - Fixed player bag changing sprite on key item category - Harvey's team levels lowered - Fixed gangsta sprites in museum looking left if you reenter - If you've lost to Harvey once, most of his dialogue will be skipped before rebattling him Quote Link to post Share on other sites
GreyLord101 1 Posted March 11 Share Posted March 11 Wow interesting! Would never have thought about that! Spoiler One--probably dumb--question: Where is the sewer entrance from Southwestern Artemisia to get into Southeastern Artemisia post-attack? For the life of me I cannot find it! Thanks! Quote Link to post Share on other sites
AenaonDusky 51 Posted March 11 Author Share Posted March 11 On 3/11/2020 at 10:25 PM, GreyLord101 said: Wow interesting! Would never have thought about that! One--probably dumb--question: Where is the sewer entrance from Southwestern Artemisia to get into Southeastern Artemisia post-attack? For the life of me I cannot find it! Thanks! Spoiler On the lower rightmost end of Southwestern Artemisia, there's a fenced area. Right below that. Also please use a spoiler tag! Update v.C1.7: Spoiler - Fixed past sprite disappearing - Fixed talking to a couple of enemies and losing auto-starting the battle if you reenter the building. - Fixed terrakion awarding way too little exp upon defeat - Fixed VS Portraits not showing due to a change in PBS structure - Revive Guy can now be bypassed if you use the THIEF TM. - Fixed character disappearing in a late game cutscene. - Fixed a copy pasted enemy's response after loss Update v.C1.8: Spoiler A strange bug in early game where the phrase "very well" was constantly repeated in the Thirsty Bidoof has been fixed. Absolutely bizarre. Update v.C1.9: Spoiler - Fixed Jade Battle not initiating due to missing VS bar sprite Update v. C2.0 Spoiler 1. Fixed npc run stuttering during the second phase 2. Fixed valetudinarian's sprite 3. Fixed player sprite in thirsty bidoof disappearing in late game cutscene 4. Fixed a couple of rogue pixels in some tilesets 5. Reduced Icon folder size considerably - now only necessary icons are left in. 6. Cleaned base PBS from unnecessary entries 7. Refined late-ep cutscene 8. Toned down a specific cutscene 9. Fixed singing voice low quality ogg 10. Fixed port npc sprite movement 11. Fixed early trainer interaction direction 12. Fixed ID Card icon error Preliminary modifications for the mobile friendly version have been finished. Update v. C2.1 Spoiler - Fixed Timmy event, see bug section of thread if you still have a problem finding him the second time around - Fixed a rogue pixel in an NPC sprite Update v. C2.2: Spoiler 14. Fixed an item check event pushing you to the left instead of right 15. Fixed a couple of tiles 16. Fixed a leftover outfit bug that caused the player to be permanently blushed 17. Fixed getting stuck upon meeting some main story requirements and finishing a particular sidequest right after 18. Fixed sidequest bookcase dialogue 19. Fixed ongoing sidequests not failing upon reentering the "place" 20. Fixed turning NPCs when they shouldn't 21. Fixed typos 22. Updated late-game player card 23. Fixed NPC dialogue C2.3: Spoiler 24. Fixed low bitrate in certain audio tracks 25. Player won't be able to leave C.City if they rescued Budew, but forgot to interact with the Pharmacist. 26. Fixed some typos C2.4: Spoiler 27. Added a healer in Western Artemisia, can be interacted with before getting through the Museum. She's located in one of the big buildings on the eastern part of the map. 28. Fixed proper enemy movement not restarting during the infiltration mission 29. Save prompt now informs the player of the multiple savefile feature 30. Fixed a pokemon catching related error due to missing icons 31. Fixed late-game ID card not showing properly 32. Fixed some of Barry's gangsters battling you after talking to Barry 33. minor fixes Quote Link to post Share on other sites
AenaonDusky 51 Posted September 23 Author Share Posted September 23 Hello everyone, a mini side episode, "Mission Alyssa" has just released. Since it's technically standalone, it might need a new thread, but for now the link will be provided in the download section here. Link: Spoiler https://mega.nz/file/0PB1ACbS#Y-0TGpoiiMmzx_efw0UViSzUjovfccgVAzpmxd9Ag8k Quote Link to post Share on other sites
Socratic Method 0 Posted October 4 Share Posted October 4 Hey Aenaon, I really enjoyed "Mission Alyssa." Here are all the typos I noticed; I hope this is helpful. Quote Link to post Share on other sites
AenaonDusky 51 Posted October 10 Author Share Posted October 10 On 10/4/2020 at 4:39 PM, Socratic Method said: Hey Aenaon, I really enjoyed "Mission Alyssa." Here are all the typos I noticed; I hope this is helpful. Hey, how are you doing? Thanks for reporting them typos. A version update will be released in the coming weeks. Thanks for playing - glad you enjoyed it! Quote Link to post Share on other sites
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