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Posted

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New Release: v0.141!

 

Hi everyone, we're back this week with the first in our series of bug-fixes, improvements and general QoL overhauls for DoE.

 

This week introduces a totally overhauled stat distribution system and some new HUD features for certain parts of the game, as well as a whole bunch of bug fixes.

 

IMPORTANT: From this point forward, all old saves are now discontinued. Version 0.140 will continue to be supported with bug fixes, and all of the bug fixes listed below are also in 0.140.1.

 

Want to become a patron or try the public build? Visit https://www.patreon.com/indoorminotaur

 

Version 0.141 - 8-21-2020 - (Breaks old save compatibility) 

  • Added a new variable hud feature that tracks your progress when choosing squads for the siege 
  • Completely revamped Skill Point distribution with a new interface, direct access from the menu and also the ability to invest SP into accuracy, evasion, critical, magic evasion, target rate and recovery rate 
  • Beatrix now has access to a second accessory slot, same as Mercy & Orus
  • Fixed a portrait-related crash in the cove in Ch. 10
  • Fixed some text runoff
  • Revised some dialogue for better quality & continuity
  • Fixed an issue where the deep watcher enemy could drop a golden idol
  • Fixed an issue where Marlan could appear in two places at once during a cutscene
  • Fixed an issue where Mercy could get stuck in a cutscene with Roald if she left the dorms from her room and re-entered from the front door
  • Fixed an issue where Dougar could appear in two places at once
  • Fixed an issue where Dalkon could disappear when Bell arrives to the cove
  • 2 weeks later...
Posted

New Release: Version 0.142!

 

Hey everyone! Not doing an image this week, because almost all the new stuff is system tweaks or changes to stuff that already exists. 

 

You can get the full scoop down below, just remember that all bets are off for old save files at this point until the full launch. I've knocked a lot of the features out I was hoping for, so here's what's left to tackle:

 

- New Art
- More adult scenes
- Playtesting
- Balance
- Bug Fixes
- Fleshing out all the endings a bit more

 

Until next time, hope you enjoy!

 

Version 0.142 - 8-28-2020 - (Breaks old save compatibility)

  • Added a new cutscene with 2 variations which helps to contextualize some of the endings
  • Added an “overkill” feature, granting bonus rewards for overkilling easier enemies
  • Base weather effects now carry over into battles from the map
  • Added a shortcut keybind to the Stat Allocation menu (“P” by default)
  • Added keyboard functionality for name & number entry
  • Added the ability to rename most weapons and armor (useful for keeping track of rune upgrades or hidden abilities, or just for fun)
  • Added a “message speed” feature to the options menu
  • Redesigned the shop buttons for use with a mouse
  • Made some minor tweaks to the early cutscenes for better quality & continuity
  • Mercy no longer starts with 100 SP; instead, she gains 100 after choosing her Essence Type
  • Fixed an issue where spending 300 SP only increased crit chance by .5% instead of 1%
  • Fixed the coloring on some of Orus’s weapons
  • Adjusted a typo in the target rate distribution & made it cost 100 SP instead of 300
  • Fixed an issue where trying to leave the throne room in the opening dream sequence revealed the wrong portrait

Want to become a patron or try the public build? Visit https://www.patreon.com/indoorminotaur

Posted

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Release 0.143: The Exterminator

 

Hello, everyone! Version 0.143 is here!

 

I'm working on a couple of actually COOL things this week (that you'll learn more about soon), but most of my fun took a backseat to the Biblical plague of bugs that I've been busy annihilating. Thanks to JJJ from the Discord for reporting a number of these.

 

The full list is down below. The keen observer might also notice some new content and fairly significant balance changes sneaked in there, and I am caught red-handed: it's been a busy week in Development Purgatory, but the finished result is a much refined and improved experience for everyone, I think.

 

And it's all fully compatible with last week's build, so don't fret there. Chances are, everything will be compatible now even up through the full launch and beyond.

 

Ready to try the public build or become a patron? Visit https://www.patreon.com/indoorminotaur


Version 0.143 - 9-4-2020 

  • Made equipment scale slightly higher to avoid scenarios where the player never upgrades once they have runes slotted into early gear
  • Reduced the point value of HP on gear and in the upgrade screen from 20:1 > 15:1, which should also address axes seeming disproportionately easy to use at lower levels
  • Added Maven back to the cove post-siege
  • Added a new campsite in the Glass Sea only accessible with Qel that starts a new quest (WIP)
  • Level caps are now 50 instead of 99, though SP can still be earned indefinitely. Stat allocation is capped for primary stats at 100 each and 33 for special parameters like crit and evasion
  • Fixed an issue where renovating the throne room after accepting the Iron & Scale quest could result in Meghan repeating dialogue about it
  • Fixed an issue with the doorway from the cove to the residential area sometimes not showing up correctly
  • Fixed a few outdated cooking fires
  • Fixed an issue where Lily could still remain after the first siege even if she died
  • Fixed an issue where Lily could mention Bartleby even if he wasn’t recruited
  • Fixed an issue where Mercy’s “Coat On” Switch wasn’t properly tagged when entering Esterholt, resulting in the wrong fishing animations
  • Fixed a missing portrait issue for Beatrix in the Carvannah palace dungeon 
  • Fixed an issue where the mining cart riding sprite wouldn’t appear correctly in Hawk’s Keep
  • Fixed a portrait issue in the frozen caves passage
  • Fixed an issue where donating wool or milk to Lindsay in Aster Valley would incorrectly subtract a cumulative amount from your inventory equal to everything you’d donated so far
  • Fixed an issue where a guard in Fogsborough could appear in more than one place at once
  • Fixed an issue where Marlan could appear twice during a cutscene in the cove
  • Fixed an issue where the lumber could remain at Fort Wilkes even after the raft was built
  • Fixed an issue where riding in the Hawk’s Keep mining cart in chapter 9 could send you back to the chapter 7 Hawk’s Keep
  • Fixed an issue where the quest log still referred to the Emperor Crab as a fish
  • Fixed an issue where Quinn and Bartleby might not appear if they were recruited from the flame temple quest
  • Fixed an issue where Bartleby and Quinn would have dialogue based on the wrong death flags instead of their partner’s
  • Fixed an issue where you could enter the cove’s boathouse during the red moth cutscene, causing a scene break
  • Fixed an issue where Franz could appear before the final siege even if he had previously died
  • Fixed an issue where Mercy was unable to ride Orus in certain cove map variations in later chapters
  • Fixed an issue with the Red Iron Stump greatsword where it was not correctly applying the Dizzy state
  • Fixed an issue where leaving Mercy’s bedroom after ch. 8 could fail to prompt a choice to leave the dorms directly
  • Fixed an issue where Mercy’s “Daughter of Essence” class wasn’t correctly applying the added physical damage penalty
  • Fixed an issue where a number of quests in the journal without names or places would have placeholder names
  • Fixed an issue where Marlan could appear in two places at once when returning from Witchdale
     
  • 2 weeks later...
Posted

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New Weekly & Alpha: Bugpocalypse II, the Reckoning

 

Hi everyone, the new release this week is another massive collection of bug fixes and quality of life improvements for weekly & alpha patrons alike.

Just a reminder to the alpha patrons, however, that this version will not be compatible with your old version 0.140 or earlier save files on account of the myriad new features.

Still working hard on some new content behind the scenes, so there's plenty more to look forward to. Thanks again for all your continued support, and I hope you enjoy!

- Nym

 

Public Build and patron sign up for other builds is here: https://www.patreon.com/indoorminotaur


Version 0.144 - 9-11-2020

  • Made slight changes to all the long-form scene formatting in the library. Enlarged the font from 28 to 30, reduced the page line count from 16 to 14, and added ¼ second delays to the end of every paragraph to reduce the ease of accidental skipping (If this is a popular change, it will also be implemented in the normal scenes)
  • Added the fishing bait recipe book
  • Added Hufferpuffer Pie to the Common Seafood Cuisine recipe book
  • Bruiseweed potions now require bruiseweeds, which can be found in the wild after speaking with Moon about them
  • Mercy can at last resist Dietrich’s and Moon Lee’s essence, gaining SP instead of essence
  • Adjusted the Moon Lee & Mercy scene slightly
  • Fixed an enemy AI bug where some enemies were incorrectly skipping turns
  • Enemies afflicted by Enrage/Berserker will now use a weapon-specific attack skill instead of the default attack command
  • Fixed an issue where the Coral Helm could be purchased without coral
  • Fixed some out-of-date fishing spots
  • Fixed an issue where red smoothfins counted as consumables and would disappear when used to make fillets
  • Fixed some missing Beatrix portraits
  • Added a switch to allow Delilah to resume normal movement after rejecting her essence
  • Fixed some text runoff
  • Fixed an outdated cooking fire
  • Fixed a tile continuity error when on the Carvannah rooftops
  • Fixed a bug where it was possible to gain access to higher-tier spells the first time you speak with Eva
  • Fixed a lighting error in the cove
  • Fixed an issue where some of the bandits recruited from Danforth Crook could show up later even if they fell during the siege
  • Fixed an issue where visiting the upper dorms if you hadn’t recruited the bandits from Danforth Crook could result in time-traveling back to before the siege when leaving
  • Fixed an issue where the monument might not appear correctly in the event of siege deaths
  • Fixed an issue where Hallie could appear in the cove when not rescued
  • Dalkon can no longer be dueled infinite times for his gold and essence
  • Fixed a passability issue in the Glass Sea campsite
  • Fixed an issue where Elijah could appear in two places at once during a cutscene
  • Fixed an issue where Sabal could appear in two places at once after the final siege
  • Fixed some issues with rich text to plain text conversion in the longer form scenes
  • Fixed an issue where the mine cart could go off the rails in the Hawk’s Keep
  • Fixed an issue where mining the last essence from certain nodes in the Emerald Mines could summon the wrong encounter
  • Fixed an issue where an image overlay issue in the dream area
  • Fixed an issue where entering the inn after the siege and leaving again could send Mercy back to before the siege
  • Fixed an issue where a scene with Leite could still be viewable after the siege was over, which breaks continuity
  • Fixed an issue where Mercy could visit Beatrix’s office to be healed even if Beatrix didn’t make it in the siege
  • Changed the Giant Slayer’s name and fixed its visual animation
  • Fixed an issue where the Potion of Plenty could disappear from Moon’s shop in later chapters
  • Adjusted the final scene to allow for 1 single yield tolerance to achieve the rejection ending
Posted

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New Release: v0.145!

 

Hi everyone! We've got another build with a whole lot of small improvements to quality of life, bug fixes, system upgrades and fine-tuning.

 

This fixes a lot of long-time issues that have plagued the game as a consequence of higher than 60 hz monitors and should also improve performance on a lot of PCs while making the playing experience more consistent for everybody.

 

Thanks for your continued support as we make the game as good as it can be in preparation for the full launch!

 

Want to try the public build or become a patron? Visit https://www.patreon.com/indoorminotaur

- Nym

 

Version 0.145 - 9-18-2020 

  • Replaced the default Victory, Loss and Game Over music
  • Improved performance
  • Improved some animations
  • Essence toys now give the choice to replay written scenes, + the font size is adjusted to be consistent with the scene library
  • The red moth ejderha now correctly weakens both the Oldlight’s infiltration forces & their ship defenses, and a new line has been added about its contribution to the cove’s defenses
  • Consumables are now ordered in your inventory in certain tiers of priority, rather than by the database entry. Those tiers are: 1. Home-cooked meals, 2. Food/Drink, 3. Medicine/Restorative Items, 4. Ingredients
  • Replaced the old & largely incompatible file preloader with a new image cache system
  • Added new fishing trophies for all fish types & also added harder to obtain platinum trophies!
  • Fishmaster Luca can now be found in the Emerald Flats
  • Changed the fishing system to slightly expand the range of fish sizes and also significantly increase the rarity of fish on the larger end of the spectrum
  • Changed Beatrix’s crossbow mechanics to deal damage based on a split of Attack and Luck
  • Changed the fishing system to prevent the issue where failing a fishing check could result in fishing up multiple things on your next success
  • Updated a number of core systems to improve stability and help address game-timer consistency
  • Fixed an issue where even with vsync, game-timer ran at >60fps on higher hz monitors, making fishing almost impossible for certain people
  • Players can no longer reverse stat allocations at will (as introduced experimentally with the new system in 0.141)
  • Recovery rate is now increased by 3% per 300 SP
  • Fixed an issue where Meghan could repeat dialogue after returning from Mar’Liore
  • Fixed an issue where Roald could appear in the inn and throne room simultaneously
  • Fixed an issue where Delilah could appear in two places simultaneously
  • Fixed an issue where one of Mercy’s voice lines actually included the whole voiced section
  • Fixed a portrait-related crash in the Carvannah aqueducts
  • Fixed some missing portrait issues in Carvannah
  • Fixed some text alignment issues
Posted

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New Release: Version 0.146!

 

Hi everyone!

It was a late night and the patch notes mostly speak for themselves again this week, but we're finally starting to emerge from Bug Mountain with stable new builds and resume adding new content and features!

We got some new story content, new side-quests and a lot more general improvements and refinements.

Hope you enjoy, and I'll see you soon!

- Nym

 

New to the game? Become a patron or try our public build at https://www.patreon.com/indoorminotaur

 

Version 0.146 - 9-25-2020 

  • The Knife quest is now completable during Ch. IX
  • Added a new scene & boss encounter to Ch. X
  • Added Claudia and Colette back to the cove post-siege
  • Added a way to check your final siege results
  • Added a number of SPI-based map checks to the game
  • Added a new, hard to earn recipe book with new unique recipes
  • Added a button mash input to Mercy’s self-healing sword skills
  • Changed a number of sound effects and musical effects
  • Made some improvements to performance
  • Significantly reduced the amount of gold Mercy finds in the cove as part of a process of rebalancing the cove expenses
  • Abandon’s damage has been buffed from a 25% max HP scale to a 33% max HP scale to compensate for nerfs to HP values
  • Slightly rebalanced the final siege, making the highest scores a little more challenging to obtain and the worst outcome slightly less challenging to obtain
  • Fixed an issue where re-entering the Emerald Flats barracks could trigger a missing guard’s dialogue
  • Fixed a portrait issue when interacting with one of the sun chests
  • Fixed a passability issue in the Glass Sea campsite
  • Fixed an issue where Ramses could appear in two places at once
  • Fixed an issue where Lily could be passable after the siege
  • Fixed and improved some weapon skill animations
  • Fixed some equipment descriptions
  • Fixed an issue where Bartleby could appear in two places at once
  • Fixed an issue where the Locker skill’s moon scroll would be listed in the wrong order
  • Fixed an issue where having Dalkon’s fully-upgraded station would overlap some of the damage in the post-siege cove
  • 2 weeks later...
Posted

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New Release: v0.148 (Alpha & Weekly!)

 

Konbanwa, comrades. We have made considerable strides (finally) with a new system for overhauling the game's overlaying image systems, which will hopefully improve performance quite a bit in builds to come as well as make maps look more interesting and dynamic in the process.

 

This is a work in progress, so parts of the game have these new improvements and parts of the game remain how they were before. In addition, I've got some cool new fishing features launching this week and a million other bug fixes.

 

Hope you enjoy!

 

Play the public build or become a patron at https://www.patreon.com/indoorminotaur

 

Version 0.148 - 10-9-2020

  • Added a new, super-rare and extra challenging fish to the game, along with a reward for catching it
  • You can now get a unique reward from a new NPC who appears in Newlight for catching an especially large seabear
  • Added the remainder of the cove residents back in to the post-siege cove areas
  • Added new dialogue to the Gertrude’s workstation if she died, and fixed an issue where interacting with the forge could trigger dialogue with Gertrude even if she wasn’t alive
  • Continued implementing graphical updates here and there, adding more tile diversity and more dynamic interior mapping
  • Began implementation of a new system of overlaying images to address some performance issues in the cove. This is a WIP and is only partially implemented.
  • Made clams more common to fish up
  • Fixed an issue where Orus could bypass learning his first specialization abilities
  • Fixed some passability issues
  • Fixed some missing portrait issues
  • Fixed an issue where Orus could follow Mercy in the Esterholt manor
  • Fixed an issue where Mercy could activate the encounter with the bug in Carvannah after returning the second time, and added some new dialogue to reflect the passage of time
  • Increased the health of one of the strangers in the encounter in the Aqueducts, making it so you can’t realistically bypass the Cataclysm spell by overleveling and bursting him down
  • Fixed an issue where upgrading the cove while Mercy was blinded would show Mercy’s normal portrait
  • Fixed an issue where Mercy could be riding Orus during the Carlisse showdown
  • Fixed some lighting issues
  • Fixed some text runoff
  • Fixed an incorrect chest description
  • Fixed the hit rate of the Critical Attack greatsword skill
  • Fixed an issue where Dalkon and Marlan could be duplicated in the cove after a cutscene
  • Fixed an issue where damage to the cove might not correctly appear after the first siege
  • Fixed an issue where Mercy could be transported to Beatrix’s office while riding Orus during a cutscene
  • Fixed an issue where you could not land at the Mar’Liore Mercenary camp with Qel
  • Fixed an issue where returning to the cove in Ch. X upgraded the defenses visually
  • Fixed an issue where Mercy could interact with the bed in Beatrix’s office and get healed before Beatrix sets up
  • Fixed an issue where Orus’s Brute Force skill could be selected from the menu
  • Fixed an issue where Quinn could remain in the bath house after the final siege
  • Fixed a sprite issue with Mercy’s bed
  • Fixed an issue where the monument could be prevented from appearing after the final siege even if members of the cove had died
  • Fixed an issue where returning to the cliff tops in Witchdale after rejecting Moon’s essence could result in getting stuck
Posted

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New Release: 0.149!

Hi everyone, happy weekend! As is tradition 149 times in a row, I have a new release, carefully baked just for your pleasure.

Except this time, due to a number of total overhauls, the build is guaranteed to be a wild and crazy ride, and I will not be held responsible for what happens if you play it.

...Enjoy!

 

New to the game? Public build and patron details at https://www.patreon.com/indoorminotaur

 

Version 0.149 - 10-16-2020 

  • Updated a number of maps all across the game for improved quality and tile diversity
  • Rebuilt all the cove maps from the ground up using the new image layering system to improve performance
  • Fixed an issue where Holden could appear in the cove inn prematurely
  • Fixed an issue where Mercy could enter the Danforth Crook bandit camp by ship
  • Fixed an issue where Moon could return to the cove from her room prematurely
  • Adjusted a number of entryway graphics for better continuity and clarity
  • Adjusted some lighting to improve performance
  • Fixed an issue where trying to enter the upper cove region after the siege could slow Mercy permanently
  • Fixed an issue where Carlisse could speak during the cove surrender cutscene even if she was not recruited
  • Fixed a visual error in the final Leite cutscene
  • Fixed some typos
Posted

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New Release: v0.150!!!

 

What the HECK, version 150!

 

This week's build continues last week's optimization efforts and extends the visual upgrades to a number of maps across the game, but perhaps more excitingly, it also begins a brand new side-story set in all-new explorable territory!

 

This side-adventure prominently features everyone's favorite innkeeper, Leite,  but it also promises to reveal some more fairly deep game lore about a couple of other mysterious characters, so I hope this catches your attention.

 

The area is fully explorable now and already contains some new lore, but's still a WIP, so there's a lot more to come.

 

If this wasn't exciting enough, we are going to have another big announcement coming soon, so stay tuned.

- Nym

 

Version 0.150 - 10-23-2020 

  • Added a new large, explorable region to the game (WIP)
  • Added the beginnings of a major new optional side-chapter that will reveal a lot of hidden lore
  • Updated a number of maps across the game for improved quality, performance and tile diversity
  • Fixed some tile overlay issues
  • Fixed some lighting issues
  • Fixed an issue where grey stalkers were incorrectly in possession of night’s essence instead of earth’s essence
  • Fixed an issue with Orus’s Overgrowth spell, where it would remove the old Overgrowth effect before adding the new one, effectively resetting any overhealing each time. It can also no longer be used from the menu.
  • Carlisse’s Diamond Shell status now correctly reflects all physical damage types
  • Fixed a chest sprite issue
  • Fixed a stray reaction bubble during a cutscene
  • Fixed an issue where resisting Moon’s essence left her things behind in Witchdale
  • Fixed some tile passability issues
  • Fixed some incorrect portrait issues
  • Fixed a missing transfer event in the New Light tavern
  • Fixed an issue where some of the paths through Mubarek Monastery would result in the Moon/Elijah scene image not correctly displaying

 

New to the game or want to become a patron? Visit https://www.patreon.com/indoorminotaur

 

Edit: Hotfix (150.1 - 10-24-2020)

  • Fixed some missing tiles
  • Fixed an issue where Gertrude could say nothing when interacting with her
  • Fixed the “reinforcements” cove map and improved performance
  • Replaced an outdated fishing spot
  • Fixed some tile passability issues
  • Improved performance in the flame priestess temple
Posted

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New Release: v0.151!

 

Happy Halloween, everyone! This latest release continues to polish and improve and fix all manner of things (half of which have been plaguing me for well over a year), and I hope you find it cozy and stable and enjoyable in time for your holiday weekend.

 

I'm also excited to announce that we're working with a new, incredibly gifted artist (https://twitter.com/ShapeIsReal) to bring a number of scenes to life and to rework some of our old scenes that we feel no longer fit in well with the style of the game overall.

 

You'll be seeing evidence of that soon, I'm sure.

 

Best wishes and enjoy your spooky weekend,

Nym

 

New to the game? Check out the public build or become a patron here: https://www.patreon.com/indoorminotaur

 

Version 0.151 - 10-30-2020 

  • Updated more maps for improved visuals and tile diversity
  • Qel landing spots now only appear while flying
  • Fixed a parallax issue in the siege cove
  • Fixed a parallax issue in the pre-siege cove
  • Fixed some passability issues
  • Fixed some tile overlay issues
  • Fixed some item descriptions
  • Adjusted some lighting for better performance
  • Adjusted some of the dialogue boxes in the outro for continuity
  • Fixed some text-runoff
  • Fixed an issue where Lara’s dialogue in the cove would repeat
  • Mercy can no longer read Dietrich’s letter while blindfolded, and it differs now depending on whether Mercy yielded or resisted his essence
  • Dietrich now leaves behind a letter in the non-renovated throne room as well
  • Fixed a repeating animation issue
  • Fixed an issue where Rondo could reappear after a cutscene where he leaves
  • Fixed an issue where Gorstag could appear inside an obstacle during a cutscene
  • Fixed an issue where Megaera’s dialogue referenced events which had not yet come to pass
  • Fixed an issue where Megaera could appear in the cove’s non-renovated throne room even if not recruited
  • Fixed an issue where it was possible to land Qel by left-clicking, which left the Qel sprite on the map and also kept the menu disabled
  • Fixed an issue where the red moth ejderha’s arrival at the cove did not correctly modify Oldlight’s ambush score, making it harder on the cove’s scouting unit
  • Fixed an issue where an obstacle could block the monument after the cove siege
  • After unlocking Qel, the dock at Mar’Liore no longer contains Mercy’s ship, and the map can be left on the right or left sides instead
  • Fixed an issue where the cutscene in the Oldlight meeting room was faded to white
  • Fixed an issue where Mercy could appear in the dream while moving at Orus-riding speed
Posted

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New Alpha Release: v0.152!

 

Hello, friends!

The latest alpha build introduces the usual menagerie of graphical and technical improvements, updated features and bug-fixes, and a long-requested feature: Unarmed Skills!

The hand-to-hand enthusiast now has a variety of new skills to learn from Dalkon, including one with a different variation for every class type.

We also hope you'll enjoy the latest piece of art done by our talented contributor, Shape.

 

New to the game? Try our public build or become a patron at https://www.patreon.com/indoorminotaur

 

Version 0.152 - 11-6-2020

  • Added new unarmed skills
  • Added new Mercy & Hallie scene art
  • Began updating the adult scene formats to align with the scene library formats (approx. 50%)
  • Updated more maps for improved visuals and tile diversity
  • Fixed some tile errors
  • Adjusted some lighting for better performance
  • Fixed a move-speed bug
  • Fixed some text runoff
  • Fixed an issue where seekers in Esterholt would continue to appear until a map change
  • Changed how images render in a certain event in the hopes that an uncaught TypeError won’t randomly pop up when skipping the text
  • Fixed an issue preventing Dietrich’s letter from being used from the inventory
  • Fixed an issue where skipping a cutscene could result in walking slowly afterwards
  • Fixed a parallax issue in the first cove siege
  • Fixed an issue where Moon’s shop could add szarva milk to Mercy’s inventory
  • Fixed an issue where Orbit was incorrectly regenerating twice, for two different values
  • Changed regen effects from being “tick-based” to being turn-based; this was to fix a bug where regeneration effects were breaking max-hp buffs over 100% default HP
  • Fixed an issue where the boathouse was hidden in the final cove area
  • Players can now re-enter the scene library after the final siege is complete
  • Fixed an issue where Dietrich could appear in the throne room before victory is claimed in the siege
  • Fixed an issue where Aklas would not correctly acknowledge Dietrich’s passing in the first siege
  • Fixed a lingering image overlay in the upper cove area if not upgraded
  • Fixed a bug where the opening event at the Isle of Deer went missing somehow in version 151, allowing Mercy to explore prematurely
  • Fixed a bug where some damage over time effects were triggering twice in a row
  • Fixed a bug where Adrenaline triggered twice
  • Fixed an issue where resisting Dietrich’s essence still counted as yielding for the end scene
Posted

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New Release: v0.153!

 

Hey everyone,

 

The latest build is uploading as I type this and we've got it all this week, from new quests, new scene art, new characters, and all the usual piles of bug-fixes and improvements.

I don't have much to say about the build that isn't covered in the patch notes, but I hope you enjoy and look forward to the Isle of Deer's exciting conclusion coming next week.

 

- Nym

 

New to the game? Play the public build or become a patron at https://www.patreon.com/indoorminotaur

 

Version 0.153 - 11-13-2020 

  • Added new Beatrix scene art
  • Added new story-content and characters to the Isle of Deer
  • Updated the remainder of the adult scene formats to align with the scene library formats
  • Fixed a number of rich-text characters remaining in the NSFW scenes
  • Fixed a couple of move speed errors
  • Fixed some passability issues
  • Fixed a bug where attempting to loot a certain key fragment wouldn’t add it to your inventory
  • Fixed some tile errors
  • Fixed an error where a battle animation played twice
  • Fixed Entomb adding Def Up instead of Down
  • Fixed enemy Overgrowth only affecting Enemy #1 instead of both enemies
  • Devour now provides immunity to certain magical status effects
  • Fixed a transfer event after choosing the first siege units
  • Fixed some misplaced balloon icons
  • Fixed a lighting issue at the Glass Sea campsite
  • Adjusted some lighting for better performance in the cove
  • Fixed some overlays in the cove battle and post-battle maps
  • Fixed an issue where Mercy wouldn’t enter the scene library after the final cove siege
Posted

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New Release: v0.154!

 

Hey everyone, exciting news! Weekly patrons now have access to our first full quest content update since "completing" the main storyline, which means the game is another step closer to full release.

 

We hope you enjoy the new Isle of Deer content and look forward to next week's release, which will begin expanding some of the ending narratives, adding new secrets, and hopefully coming at you with some more new art assets!

 

Best,
Nym

 

Want to try the public build or become a patron? Visit https://www.patreon.com/indoorminotaur

 

Version 0.154 - 11-20-2020 

  • Added new story content to the Isle of Deer
  • Added new boss encounter to Isle of Deer
  • Added new enemies to Isle of Deer
  • Added new recruitable character (still WIP for siege stats)
  • Updated the skillbook to contain unarmed skills
  • Revised some lighting for better performance
  • Slightly adjusted class balance
  • Added an option to leave Wulfhilde alone Mercy’s room
  • Adjusted the SP value of recovery rate, now providing 5% per 300, up from 3%
  • Updated some maps for better quality and tile diversity
  • Fixed an issue where the Beatrix & Griswald scene could enlarge the text
  • Fixed a move speed issue
  • Fixed a couple of weapon graphic issues
  • Fixed an issue from 0.152 where the Molly/Minron scene overlay would remain on-screen
  • Several more scenes in which time passes now recover the party’s HP/MP
  • Fixed an issue where the font was enlarged after the Abigail scene
Posted

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New Release: v0.155!

 

This week's release starts to fill out some side-content I've had in mind for a while, adding new items, characters, quests, etc. to hidden little pockets of the game.

It's a relatively small build, all things considered, but I took a day off to relax and eat lots of food for Thanksgiving. Hope y'all managed to do the same.

 

Best,
Nym

 

Play the public build or become a patron at https://www.patreon.com/indoorminotaur

 

Version 0.155 - 11-27-2020 

  • Myerte has been added to the siege
  • Fixed a bug which allowed Mercy to approach the finder in Carvannah
  • Myerte has been given new dialogue in the cove
  • Added new secret quests & items around the world
  • Added a new recipe
  • Added a new “Water Jug” key item for scooping up fresh water to use in cooking recipes
  • Added a new recruitable character
  • Fixed the Minron & Molly scene causing big font to linger
  • Fixed an issue where Mercy could retain her awakened sprite & portrait after the Isle of Deer cavern scene
  • Fixed an issue where hot cocoa required the wrong ingredients to prepare
  • Changed the animation for liquid consumable items in combat
  • Hot Cocoa now adds XP instead of recovering HP
  • Essence Dessert buffs now persist through death & full recovery
  • Fixed some recipe overlap, added a couple of recipes that had been missing
Posted

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New Alpha Build: v0.156!

 

Hi everyone!

Happy to present the latest alpha release, version 0.156, featuring many new quest rewards, revisions, quality-of-life improvements, bug-fixes and more.

This is very close to what the full release will look like, minus some art and some more fine-tuning after further playtesting, so I really hope you enjoy.

Try the public build or become a patron at https://www.patreon.com/indoorminotaur

Best,
Nym

 

Version 0.156 - 12-4-2020

  • Added new ending narrations to reflect different outcomes depending on the cove’s resourcefulness score
  • Added new rewards to the cove for high morale scores
  • Updated some enemy animations to resolve quicker and feel more impactful
  • Added “breathing” effects to a number of enemies and linked breathing rates to HP as a bonus visual indicator of health
  • Replaced the item collection sound effects
  • Replaced the background music for Emerald Flats
  • Adjusted a number of enemy battler positions
  • It is now possible to formally conclude the Kelsie quest, resulting in a cove morale boost
  • Trying to sneak out of the internment camp from the mine-side in Emerald Flats now returns you back to where you were instead of transporting you across the stream. The guard and Mercy now properly look at each other as well
  • Touched up some dialogue around Shiveworth for better quality & continuity
  • Adjusted some lighting for better performance
  • Added new spots to draw water from
  • Fixed some passability issues
  • Losing people in the siege now harms morale
  • Fixed an issue where the sun key scene between Mercy and Gertrude wouldn’t play after chapter 7
  • Fixed an issue where Gertrude could still appear in the cove even if she died in the first siege
  • Fixed some line break issues
Posted

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New Release: The Test ZONE (v0.157)

 

Hi everyone, excited to report that I'm doing a final super thorough start-to-finish run through now to polish things up before the official release.

Consequently, there are a LOT of small tweaks and changes and revisions and bug-fixes in the list this week, but don't be daunted. Many of them are relatively minor changes, and there shouldn't be any issues with save compatibility.

 

The majority of these changes are to phrasing, line-breaks for clearer readability, minor battle positioning, things like that. Some of the "larger" changes come in the form of changed scene dialogue and a fancy new battle cursor. 

 

I'm only about halfway done the sweep now, so expect a similarly long list of changes next week. Then it mostly comes down to waiting for art, maybe adding a few little bonus features here and there!

 

If you have any bugs or issues to report, please don't hesitate to pop into the public Discord and drop us a line!

 

Enjoy,
Nym

 

Become a patron or try the public build at https://www.patreon.com/indoorminotaur

 

Version 0.157 - 12-11-2020 

  • Added some new dialogue and cutscene visuals to create more foreshadowing about Mercy’s fate
  • Added battle selection cursors to more clearly indicate targets
  • Updated some maps for better quality and tile diversity
  • Fixed a portrait-related crash in Mar’Liore
  • Fixed some typos
  • Fixed an issue where Fishmaster Luca incorrectly reports the Goofer record as 0 cm.
  • Fixed an issue where there was some incontinuity between the base Marlan stats and the Rematched Marlan stats
  • Fixed an issue where losing the Marlan fight and being transported home leaves the window tinted for the outside
  • Adjusted lots of dialogue for quality, continuity and improved line-breaks
  • Adjusted various screen transitions and choice menus for better quality and continuity
  • Made various lighting adjustments for better performance and continuity
  • Adjusted minimum ATB rubberband speed to 0.4, down from 0.5. This allows for a broader range of variable ATB speeds and also better matches the maximum speed of 2.5.
  • More images are now preloaded to help limit delayed parallax pop-in on larger maps
  • Fixed an issue where interacting with the statue in the cove extension before the timer expired would disable the timer without disabling the switch, leaving all the gates open on the way out
  • The Health Rune’s item description has been corrected to reflect a gain of 90 HP
  • The Mana Rune has been buffed from +15 to +24 MP, and the Staff Rune has been buffed from +12 to +20 MP
  • Target Rate bonus has been increased from 3% to 5% when spending Skill Points
  • Fixed an issue where the ship lighting persisted into Carvannah, resulting in exterior lighting appearing indoors
  • Fixed an issue where Ralph’s tent plays the wrong music after fading back in on the first cutscene
  • Defeating Hallie now yields 275 XP, up from 125
  • Adjusted the Disarm animation
  • Fixed some repeating animation issues
  • Mercy can now rest in the Crows’ hideout after defeating Silas
  • Madame Remora now correctly takes her 15 gold as payment for the fortune reading
  • Fixed an issue where a few items couldn’t be looted as they incorrectly required the player to be facing upwards (including a Silver Card)
  • Fixed some wall-crevice events which required talking to the wall twice to climb inside
  • Fixed some bedroll events
  • Fixed an issue where entering a building while riding Orus, then attempting to ride Orus while in the building, would fadeout the screen for a moment
  • Re-fixed an old issue where Mercy could mention fishing on the Carvannah execution platform while absent
  • Fixed an issue where Moon could skip a phase of dialogue after chapter 2
  • Fixed an issue where a number of enemy animated sprites were affected by the “breathing” plugin, causing pixel issues
  • Mercy now fishes up unrefined essence of the sea instead of refined, ranging from 1-4
  • Fixed an issue where cooking fires were no longer extinguishing after 3 uses since the cooking system update
  • When lit, cooking fires now also provide illumination in dark areas
  • Fixed an issue where cooking fires were no longer providing the Warm status since the cooking system update
  • Replaced some outdated cooking fires
  • Adjusted the cooking fire sprite slightly to avoid pixel shifting when going from unlit to lit
  • Fixed some passability issues
  • Fixed an issue where Mercy could ride Orus into several Danforth Crook homes
  • Fixed an issue where Mercy could ride Orus into the Nestmother’s home during a cutscene
  • Fixed an issue with encounters not properly updating in Witchdale
  • Adjusted some item descriptions to contain more information
Posted

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New Release: The TEST ZONE, Pt. 2

 

Hi everyone, back tonight with another huge list of tweaks and improvements as I continue my full start-to-finish sweep.

 

I expect by next week, the revision phase will be completely finished and the game will be all polished up and ready to launch apart from unfinished art assets.

Once those are all wrapped up... off to Steam, I guess!

 

Become a patron or try the public build at https://www.patreon.com/indoorminotaur


Version 0.158 - 12-18-2020 

  • Added new scene art for Vincent & Gertrude
  • Delilah has new lines if encountering Mercy before & after she is captured
  • Mercy can now present Claudia’s letter to Beatrix in her office for a while
  • Adjusted a lot of dialogue for better quality, continuity and readability
  • Adjusted some tile layer issues
  • Adjusted some choice menus for better continuity
  • Adjusted some lighting for better performance
  • Mercy can no longer skip through the caverns in Witchdale after watching Molly enter
  • Fixed some repeating animations
  • The celebration noise & heart now appear when fishing any amount of essence
  • Esterholt Seekers now use the correct “Wrath” ability
  • Radiant Light now lasts 4 rounds, but only increases pharmacology by 25%
  • Fixed an issue where weather effects could sometimes stop when transferring to within the same map
  • Fixed a couple of accessories that weren’t equippable
  • Faded out some of the background music and sound effects to make the voice lines more easily audible
  • Fixed an issue where Mercy wouldn’t talk about Vincent’s room if she went into Gertrude’s prior
  • Fixed an issue where Hobart could appear in the cove even when not recruited
  • Made it impossible for NPCs to walk on the Mar’Liore bridge to prevent traffic jams
  • Fixed an issue where Mercy could have dialogue while not in the party
  • Fixed a movement-related soft-lock on the Isle of Deer
  • Fixed a font size issue
  • Yielding to Belka no longer disables Orus from following
  • Fixed some portrait issues for Leite and Beatrix
  • Adjusted some awkward Orus positioning during cutscenes
  • Fixed the walking animation for some guards during a cutscene
  • Beatrix now unequips any added gear and re-equips her default equipment once she leaves the party
  • Added a place for Beatrix to rest outside the nunnery
  • Adjusted the cove defense spike positions to not block the cannons
  • Fixed an issue where having insufficient funds to target Minerva could result in shifted choice results when hiring the Sisters
  • Fixed some walk animations during a cutscene with Holden
  • Added a few extra Bruiseweeds to Witchdale to make it slightly easier to catch the cove bruiseweed potion scenes
  • Fixed some passability issues
  • Fixed some dead lights
  • Fixed a ship pathing issue when escaping Mubarek
  • Fixed some portrait flickering
  • Fixed a font size issue after Mercy’s Carvannah threesome
  • Fixed an issue where Silas could walk around during a conversation
  • Fixed an issue where Giantslayer was dealing damage twice in a row
  • Changed Giantslayer icon so it doesn’t get confused with Corrosion
  • Beatrix now has an additional base 25% Pharmacology and Recovery Effect for being a Doctor
  • Glass Powder no longer afflicts Giantslayer, instead deals direct damage. It also now counts as a weapon skill instead of a spell, and is based on physical accuracy
  • Absolution of the Sea now correctly removes Corrosion
  • Claudia now knows Sense Essence
  • Fixed an issue where Moon’s shop didn’t check for bruiseweed at certain portions of the game
Posted

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Happy Holidays! (Special Release)

 

Hi everyone, I'm releasing the latest build early this year on account of tomorrow being Christmas, and because I wanted alpha patrons to be able to experience all the latest revisions before I take the next week to relax.

 

I finished my 95 hour playthrough today and worked solidly over the weekend so I'd be able to deliver the most polished and perfected build to date for this strange and unprecedented holiday season, particularly while most of us are stuck at home away from friends and family.

 

The patch notes are perhaps the longest I've had yet. Read them if you like, or don't. Whatever suits your fancy.

 

Happy Holidays and much love to everyone, from Nym and Audrey.

 

Become a patron or get the public build at https://www.patreon.com/indoorminotaur

 

Version 0.159 - 12-24-2020

  • Overhauled SP system; reduced amount of SP from defeating enemies and removed all SP from leveling; increased amount of SP earned from actions in combat
  • Made substantial balance adjustments to Defense & Resistance formulae;
  • 30 Def = Approx 15% Mitigation, up from 5%
  • 50 Def = Approx 25% Mitigation, up from 15%
  • 100 Def = Approx 45% Mitigation, up from 35%
  • 200 Def = Approx 63% Mitigation, up from 60%
  • Adjusted some enemy balance
  • Adjusted some item balance (will not affect existing saves)
  • Adjusted some dialogue to reflect the possibility of having access to Qel in places like Hawk’s Keep, Grey Clarion, Danforth Crook and Fogsborough
  • Fixed an issue where Roald’s dialogue flag could be bypassed by exiting the dorms directly from Mercy’s room and re-entering from the front door
  • Adjusted some steal rates
  • Adjusted a lot of dialogue for better quality, continuity and readability
  • Adjusted some lighting for better performance
  • Replaced all instances of the name “Volda” with Vonda for continuity
  • Mercy can check out a room at New Light Restaurant after getting information from Sodrek about Benn Wilkes
  • Added lights to the wall switches in Fort Wilkes to make them more obvious
  • Reduced “yield” requirement by 1 for Awaken ending, increased “resist” threshold by 1 for “Reject” ending
  • Fixed some passability issues
  • Seth now has the boss collapse effect
  • Fixed some dialogue on Annouck
  • Fixed a tile layering error at Fort Wilkes
  • Sodrek now correctly gives Mercy 5 hogfish ramens instead of 1
  • Claudia no longer appears in the residential area after returning from Esterholt
  • Adjusted the Carlisse/strangers battle to take less time
  • Mercy can now ride Orus on a couple of maps she was previously unable to
  • Fixed an issue where Mercy could ask about Moon’s upgrades with the wrong portrait
  • Fixed an issue where upgrading Moon’s shop 1 tier at a certain point could prevent certain important dialogue from occurring
  • Added a missing transfer point for leaving Hawk’s Keep
  • Visual HP gauge dimensions modified to match the ATB bar better
  • Fixed an issue where Mercy could ride Orus into a house in Danforth Crook
  • Added the Warm status to more cooking fires
  • Brienne in Danforth no longer has fixed movement after speaking to her once
  • Added more lootable items  to various maps
  • Fixed some passability issues
  • Fixed some reference issues during a cutscene if Mercy gets Qel before purchasing supplies for Danforth in Mar’Liore
  • Fixed an issue where leaving Mar’Liore at a certain point while riding Orus incorrectly reapplies her blindfold
  • Fixed an issue where Weston’s walk animation was disabled in the cove during a cutscene
  • Fixed an issue where the Wulfhilde/Belka scene was previously incorrectly difficult to access, and also broadened the window to unlock the Wulfhilde/Mercy scene
  • Mercy can no longer enter the strategy meeting while riding Orus
  • Entering the siege planning map while mounted no longer increases Mercy’s speed after leaving the map unmounted
  • Fixed some portrait issues
  • Fixed an issue where Carlisse’s door was missing after the first siege
  • Fixed some issues where trying to ride Orus indoors could fadeout the screen
  • Some instances of Leondra, the Fourth Calamity, mistakenly referred to her as Alice. This has been changed for continuity, and to avoid confusion with a different historically significant Alice
  • Fixed an issue where Mercy could enter the Emerald Flats barracks while riding Orus during a cutscene
  • Mercy no longer asks the bartender in Emerald Flats about Mikhail after fighting Bartholomew
  • Mercy can now enter the room where the hunters are staying after recruiting them, and before the reinforcements arrive
  • Fixed a portrait flicker issue on the fishing boat
  • Fixed an issue where preparing for the final cove meeting before talking to Marlan about the Sisters would instead trigger the Sisters dialogue during the meeting
  • Fixed an issue where Bart & Quinn could fail to appear during the final cove meeting
  • When Leite meets Mercy after the final cove meeting, the dialogue now slightly differs if they went to Isle of Deer
  • Fixed an issue where Leland’s dialogue didn’t change after speaking with him
  • Holden and Wally now appear in the cove after they arrive before the final siege
  • Interacting with Leite’s bed after the Leite/Gorps scene now differs slightly if they went to the Isle of Deer
  • Delilah can no longer block the door to her room in the dorms
  • Fixed an issue where entering the second siege planning area from the planning table while riding Orus could result in fast movement speed when leaving the area
  • Fixed an issue where a harp could clip through the ship bow during the attack
  • Fixed a tile error
  • Fixed an issue where Bartleby skipped a page of text in the event of Quinn’s death
  • Fixed an issue where initially choosing to depart for the valley after the siege with Qel could result in a “coming soon” message instead of a direct departure
  • Mercy now recovers after resting in bed post-siege
  • “Awaken” and “Reject the Cycle” are now highlighted gold in the final choice menus
  • 3 weeks later...
Posted

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New Weekly Release: v0.160!

 

Hi everyone, hope you had a nice holiday. I took a much-needed break from releasing a new build last week and just focused on adding content, fixing bugs and trying to finish up the polish for our upcoming Steam release.

 

I've also been working on the store page and a new trailer, as well as talking with artists, voice actors and reading up on best practices for publication. It's so close to being finished that I'm starting to go full stress mode over every last tiny little detail.

 

Anyway, another long set of patch notes with a lot of nice new features. Happy New Year, and I hope you enjoy.

 

- Nym

 

Become a patron to try this build or access the public version at https://www.patreon.com/indoorminotaur

 

Version 0.160 - 1-8-2021 

  • A fishing guide has been added to the fishing journal, and the basics are displayed when the Fishing Rod is first acquired
  • The Quest Journal is now bound to the “J” key (old saves must reset controls to default before the change will take effect)
  • The shortcut to call the Skill Point allocation screen is now “K”
  • The keyboard controls overlay that appears on startup can now be accessed in-game, and is also updated to reflect the journal and advancement shortcuts
  • Fishing has received some bug-fixes, improvements, and tweaks to Lures
    • Mercy’s fishing sprite now differs slightly based on rod type
    • A special new fishing rod can be crafted by upgrading Gertrude’s forge
    • Declining to fish while riding Orus no longer dismounts
    • Dismounting Orus to fish now properly flags the “dismounted” variable so the screen will no longer fade out while trying to re-mount in an unacceptable area
    • Lures and Bait now have colored options in the choice menu, and can also be used simultaneously
    • Lures have been changed; now instead of being a flat Luck multiplier, Luck is multiplied based on the initial fishing check. This is to prevent high-luck characters from over-fishing essence while still ensuring Luck applies to fishing success rate
    • Some of the wait commands have been removed from fishing, reducing the down time
    • The fishing success sound effect has been changed from a bell to a gentler chime
    • Items were made easier to fish, down to 10 inputs from 13
  • Added an additional short sequence to the “keep fighting” ending route
  • “Trance” has been removed. It never worked correctly to begin with, and never quite lived up to the ideas for implementation that I had for it, so I’ve cut it in preparation for 1.0
  • Added missing glasses to a couple of Agatha’s portraits
  • Added new pieces of Mercy’s backstory hidden around Shiveworth
  • Added a little more evidence of something hidden at the Carvannah aqueducts entrance
  • Added a new recruitable character & bathhouse suite
  • The 2nd floor of the bath house is now accessible after a certain point even if Liis was not recruited--it is merely empty
  • The empty “Advancement” menu has been removed from the skills category, a carry-over from the old Skill Point distribution system that no longer did anything
  • The “Equip Skills” command has been changed to “Prepare,” since skills is its own command and spells can also be equipped
  • The “Skills” command in the main menu has been changed to “Abilities,” since skills and spells are separate. The Skills submenu has been changed to “Weapon Skills” for clarity
  • The “Item” menu option has been changed to “inventory”
  • The timed attack cursor has been modified from a plain white line to a colored diamond
  • Full-length busts are now shown in combat for characters who have them instead of only the small face portraits
  • Fixed a tile overlay issue
  • Fixed some pixel errors and flickering on Mercy & Orus’s injured battler sprites
  • The timed attack result is now all caps for better spacing, and the result parameters have been adjusted slightly to allow for “perfect” results
  • The timed attack target points have been adjusted slightly to to better match the visuals
  • Fixed an issue preventing dialogue from appearing during the fight with Corrine
  • Fixed some typos
  • Fixed an issue where a colon appeared after Mercy’s name in a couple of encounters
  • Encountering 2 vox silvae at once now correctly counts both enemies’ deaths towards the full tally
  • The minimum ATB and HP bar lengths have been reduced to mitigate instances where a bar could overlap another enemy’s sprite
  • Fixed an issue where Fukuro wasn’t properly loading into the fight against the Grey Lions
  • Interacting with the bird in the Aster Canyon while riding Orus now properly dismounts so she isn’t speed-walking after the scene
  • Added some additional effects to the final canyon sequence
  • The background sound effect now properly fades during the scene transfer from the canyon
  • Fixed some text runoff
  • Adjusted some lighting for better performance
  • Fixed a lighting issue in the cove throne room
  • Adjusted some parallel processes for better performance
  • Adjusted some of the ending narratives for better quality and continuity
  • Attempted to fix possible crashes caused by some systems being slower to reference images that are flickering on and off
  • Fixed a broken color code in a journal entry
  • Fixed the formatting on the scene when inspecting the looted crab hide
  • Fixed an issue where Fishmaster Luca could reference being in Witchdale when in Mar’Liore or Emerald Flats
  • Changed the contents of a couple of different chests
  • Swagger is now correctly removed at the end of a battle
Posted

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Huddle Up, Gang (+ New Release)

 

Hi everyone!

 

New release tonight with some finishing touches, bug-fixes and added dialogue. 

 

I'm just about done with the game, and now I have to wait for a couple of artists and a couple of voice actors to wrap up some new pieces for me. 

 

By next week, we should be working on the upcoming Steam release! So please keep your eyes out for that.

 

We're really not sure what our next project will be. We've got some ideas but we're waiting to see how it all pans out.

 

Thanks for taking the journey with us (and tolerating this really long thread!)

Nym

 

Version 0.161 - 1-15-2021 

  • New scene art added
  • Added new dialogue lines to some of the cove residents after the final siege
  • Added a new Rondo segment to the Monastery chapter, in which the player can learn new things about the church and some of the supporting characters there
  • Added a book in Aster Village with historical details about the crater
  • Recruitable NPC Bandon is now useable during the siege & has new dialogue
  • Adjusted a number of lines through the game for added context and better continuity
  • Fixed a couple of lingering small portraits during combat
  • Fixed an issue where Moon doesn’t correctly check for clovers to craft potion of plenty
  • Fixed some typos
  • Myerte will now correctly appear on the monument if she falls during the siege
  • Adjusted some lighting for better performance
  • Fixed some poorly-converted dialogue from smart text to plain-text & resized one of the Vincent and Gertrude scenes
  • Fixed a tile and passability error in the post-siege residential area
  • Made it impossible for NPCs to enter the doorframes of certain rooms to avoid them getting stuck for long periods
  • 2 weeks later...
Posted

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New Release: v0.162!

 

Hey folks, got another new release fresh out of the oven with some cool new content and a couple of important bug fixes.

As you might have seen last week, we're coming up on total completion, and at this stage, besides addressing bug reports, I'm just adding fun bonus content and making little improvements while I wait for the artists and voice actors to wrap up.

I'm shooting for a March release, so fingers-crossed all my assets are wrapped up in time. I won't set an official date until I have it all, but it shouldn't be much longer.

Until then, I'll keep adding and improving and fixing!

- Nym

 

https://www.patreon.com/indoorminotaur

 

Version 0.162 - 1-22-2021 

  • Added a new hidden area in the Isle of Deer with a special reward
  • Gertrude can fix the reward for Mercy’s personal use, or
  • Belka can optionally use the reward, which increases her stats in the final siege
  • Added a new Leite scene for the [Keep Struggling] ending route
  • Dietrich can be found later in the game if he was not recruited early on, which makes the Aklas quest completable for a reward
  • Added a variety of new stat-requirement hidden treasures to the game
  • Made new grassy-door sprites for Aster Village
  • Improved the Witchdale mapping
  • The cove docks map in the outro is now different depending on the cove’s resourcefulness
  • Fixed an issue where it was possible to crash into a wall in the Mubarek theater and get bounced into an object
  • Fixed a possible portrait-related crash after the battle with Franz
  • Fixed a passability issue on the 2nd siege planning room from version 161
  • Mercy now pays Dietrich 300 gold from the cove fund for his services if she chooses to resist his essence
  • Fixed a move route issue when attempting to enter the Forbidden Tent in the cove before investigating it
  • Fixed an issue with the Moon Shard incorrectly reducing Orus’s Defense by 500 (?!) instead of 5
Posted

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New Alpha & Weekly Release: v0.163!

 

WELCOME, one & all, to the last alpha release before launch (most likely)! Alpha releases will probably still continue after launch for a while to get people trying out bonus content, but in a different form; for instance, it might be like a build you have to opt into via Steam.

 

A lot of nice little things have been added or improved since the last alpha release to be sure, but since just last week, we have entered what I am calling the Fun Zone, where bug reports have more or less stopped coming in, content is essentially wrapped up, and I am just adding fun bonus content while I wait for assets.

 

The Fun Zone will continue for the next couple of weeks, along with lots of quality assurance, as I prepare for a hopeful March release.

 

Somewhere between now and then, I'll also have to figure a lot of things out, like how to launch a game(?) & whether it's going to launch with achievements or whether I should implement those later (or if it's even possible). There's also a chance implementing achievements could break save files, so we'll have to wait and see.

 

There is a lot of work to do if I am going to launch on time, and I'm sort of in denial about it all at the moment! Anyway, this alpha will be going up as the pre-release build on Steam after the weekend and as long as no bugs are found before then, so expect to see the store page some time next week. It's actually already finished, just waiting on the package before it can go live.

 

Exciting stuff! The best way to keep your finger on the pulse of all these goings-on is probably to join the Discord (https://discord.com/invite/7hTwuTH) or follow along on Twitter (https://twitter.com/IndoorMinotaur).

 

Until then!

 

You can get the alpha build by becoming a patron. The older public build is still available. Both are available at https://www.patreon.com/indoorminotaur

 

Version 0.163 - 1-29-2021

  • Added new NSFW scene art
  • Added new voice lines to Leite’s outro scene
  • Added new easter egg NPCs
  • Added new hidden items
  • Added a public library to Carvannah noble district (WIP)
  • Improved some combat animations
  • Added TOM, THE STRONGEST MAN ALIVE (optional super tough Marlan fight)
  • Re-rendered battle backgrounds for better picture quality & optimization (+ reduced file size)
Posted

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New Release: 1.0????!!!! (0.164 also)

 

Hi everyone, tonight's launch is going to be the official 1.0 Steam release (assuming nothing catches on fire tonight), which is really scary and exciting.

 

However, I'm going to maintain the 0.x number scheme at the same time while I release weekly builds coming up to the Steam launch. Reason-being, I have to submit a build for approval to Steam before I can officially launch the page, so (slaps hood of build), I'm submitting this bad boy.

 

Once the game officially launches on Steam, all the weekly builds between now and then will be rolled into a day-1 patch (something like version 1.01).

 

Hope that makes sense to everyone! I've got a lot of new art coming out this week and more to come later, so I'm not out of the woods just yet.

 

I've also got some Mercy voice lines coming in soon, and I'm absolutely determined to make those szarva game pieces do something before I perish.

 

Anyway, that's where I'm at. For weekly patrons, things won't seem much different for a while as I keep cranking out builds every Friday. I hope you like 'em.

- Nym

 

https://www.patreon.com/indoorminotaur

 

Version 1.0/0.164 - 2-5-2021 

  • Added four brand new pieces of NSFW scene art
  • Added a whole bunch of knowledge to the library in Carvannah
  • Updated the title screen with new designs
  • It is no longer possible to skip the opening chapter
  • The opening splash screens are now skippable with 1 button press
  • A “Quit” option has been added to the main menu for people on certain devices with only 1 USB who are using a controller (like a surface pro)
  • Rockhide Eels are now skinnable for their hides, which can be crafted into gauntlets or a helm by Meghan in the renovated throne room
  • Added an 18+ splash screen on startup
  • When entering the Carvannah Library with Beatrix, she will read all the tomes to Mercy (given the circumstances)
  • Fixed an issue where a secret fish was consumable & had no sale value
  • Slightly modified font color palette
  • Adjusted an image flickering scene to reduce instances where PCs slower to render images could result in reference error
  • Changed menu, cancellation and confirmation sound effects to be more pleasing on the ears
  • Every chapter you read in the library grants skill points!
Posted

Steam Store Launch!

 

Hi everyone, I'm excited to announce the approval and official launch of our Steam store page: https://store.steampowered.com/app/1517470/Daughter_of_Essence/

The release date is set for March 12th. We hope you're excited, and we hope you like our new trailer. 

Check out the store, slap it on your wish list, share it with your friends, share it with your partners, etc. 

It's finally happening!

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