'Islands of the Prophets Part 2' Update v.0.7.6


Good day, Traveller!


Here it finally is: 'Islands of the Prophets Part 2'. Developing and releasing this update has been more challenging than I expected, but I finally succeeded and I'm revealed that it is finally over. The problems started when I realized that the main dungeon 'Temple of the Prophets' wasn't that fun to play. I wanted it to be more straightforward than the previous main dungeon 'Wizard's Tower', which was very puzzle heavy. The 'Temple' felt boring and it didn't offer enough challenge. I was afraid I would have to redesign it completely and the whole process started to drag. Fortunately one day I realized that the layout of the dungeon was actually good, but I had used it in the wrong way. In the end it only took a couple of small edits to the layout and after that things started to progress naturally.

There are some things I wanted to include in this update, but decided to add them in the future updates. They were mostly some small graphical changes and minor side content, so overall it's not a big loss. But rest assured, those things are coming in the future.

Anyway, I don't want to waste your time anymore with my rambling and I feel I need to take a small break from the game, so let's get to the patch notes.

PATCH NOTES

Added:

  • Main dungeon Temple of the Prophets
  • Last underground area of the Islands of the Prophets
  • Islands of the Prophets house interiors
  • Grabbling Hook
  • New enemy Phantom Knight
  • Some new weapons and armour

Graphical Enhancements:

  • Improved Great Forest Textures
  • New treetops and tree sprites to Great Forest and Pramea
  • New leaf ceilings to Twin Falls, Great Forest and Pramea
  • Better scaling to dungeon iron doors

Changes:

  • Enemy flee mechanic added to nikaru, bandits, leechers, cubbos and outlaws
  • Bats will try to flee when the main character reaches level 3
  • Many core plugins upgraded to the latest version
  • Adjusted enemy mob positions so that they wouldn't appear partially outside of the screen bounds in battle screen
  • Disabled F5 so it won't reset the game when pressed

Fixes:

  • Bat mob in the northwest part of the Cemetery area no longer display old battle background
  • Bookshelf in the Wizard's Tower's 3rd floor is no longer sideways

Known Issues:

  • Great Forest and Pramea still display old treetops in the battle backgrounds
  • There still may be some small bugs caused by the engine and plugin upgrades that I didn't encounter while testing
  • Phantom Knights may still need some balancing

That's it for now. I will take a small break from the game and after that I will focus on the next overworld area Autumn Valley, but there still might be some smaller updates with enhancements and side content before the next major content update.

Have fun and see you in Twin Falls!

Thank You!

Jani/Witchgrove Games

Files

Chronicles_of_Vaeltaja_V_0_7_6.zip 627 MB
12 days ago

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