Jump to content

Postscriptum: Fated Epistle ~ Courier Update (C2.4)


Recommended Posts

  • Replies 297
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

Welcome to the world of Postscriptum.   Follow the steps of the protagonist, a melancholic young adult stricken by unemployment and paralyzed by a chronic care-free and lethargi

This sometimes happens when a)the browser's cache is filled to the brim (or there's some kind of Mega cookie problem) b) You had the browser open for a long time and then proceeded to download from Me

Excuse me for intervening, but we would really appreciate discussion of such matters being kept to a minimum. Please understand that it is not the discussion of such topics per se that is the proble

Posted Images

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.

 

431686206_cannotgodown.thumb.png.ec784e9113a79807cb1ff59372497354.png

 

1215986801_cannotgoup.thumb.png.359f920b20c1e57bc063c0505cc89fa7.png

 

 

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?

 

241827357_route0rocksmashstuck.thumb.png.b1c9d4caa2683ab8f54d8e55ac9bae61.png

 

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." 

 

Link to post
Share on other sites
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.

 

431686206_cannotgodown.thumb.png.ec784e9113a79807cb1ff59372497354.png

 

1215986801_cannotgoup.thumb.png.359f920b20c1e57bc063c0505cc89fa7.png

 

 

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?

 

241827357_route0rocksmashstuck.thumb.png.b1c9d4caa2683ab8f54d8e55ac9bae61.png

 

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

 

Link to post
Share on other sites

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

 

  • Like 2
Link to post
Share on other sites
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.

Link to post
Share on other sites
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.

  • Like 1
Link to post
Share on other sites

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).

Link to post
Share on other sites
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.

Link to post
Share on other sites

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).

Link to post
Share on other sites
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.

 

Link to post
Share on other sites

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!

Link to post
Share on other sites
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

 

Link to post
Share on other sites

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!

 

Link to post
Share on other sites
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

 

Link to post
Share on other sites
  • 2 weeks later...
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.

Coffe.PNG

Payting.PNG

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!

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...