Patch Notes From 0.1 through 0.1.5


Version 0.1.5 uploaded 10/25/2021

  • Restructuring of Maps for more organization: In progress, To do, Intro, Ending, Debug
  • Creation of the Debug skill (teleport you to/from debug map), map, and events
  • Debug skill uses same logic as the magic tent that remembers where you are before teleport
  • So I edited the tent event so that if you used debug from tent, it will return you to start
  • This prevents you being stuck teleporting from the tent back to the tent forever
  • Alternatively, you can use an event on the debug map to teleport you to wherever you want
  • Other events on debug map include the ability to add/reset any npc party member
  • All four of the events in the tent: long/short rest, and wizard/cleric spell prep.
  • Also added direct teleport events to take you directly to most main maps.
  • Neverwinter, Goblin Trail, Phandalin, Tresendar Manor, Neverwinter Wood, Cragmaw Castle.
  • Added a prototype cheat code event to allow Sildar to increase some stats if you want.
  • Added a set of treasure chests with shop menus so that you can add any item in the game
  • Each chest has different types of items and lists what they have and what other chests have.
  • Added a set of events to test the new talent check plug-in skill check system
  • After extensive testing, got it working
  • Added and customized a plug-in to control "Talents" allowing skills to be controlled in-game
  • TO DO: - Make sure to thank Frog Boy in credits along with Yanfly and other plug-in creators.
  • Edited settings and variables to allow them to interact.
  • Created variables 140-160 for specific characters' talent checks.
  • Created each of the four races and the five classes playable in the plug-in
  • Customized what skills they are given proficiency in and set all skill values.
  • Created a custom character actor and class to one day create a character from scratch.
  • Streamlined a process to allow each skill check to set some variables and run a common event.
  • The old skill check worked better for things that need to account for adv. or disadv.
  • TO DO: - go through all skill checks in the game so far and update them to new system if needed.

Version 0.1.4 uploaded 4/11/2021

  • Altered the introductory quest event to add a reference to controls on the wall.
  • Added two guards to the castle exit to prevent skipping trainer quest.
  • Tweaked the Infinite Golden Chest of Gold to show currency window before and after.
  • Removed the Playtesting Protection from Klarg fight and Yeemik fight
  • Also updated Yeemik fight to have Yeemik in it instead of a Goblin
  • Also updated Klarg fight to have Klarg instead of a Bugbear
  • Also updated Klarg fight to have Ripper instead of Wolf
  • Also tweaked unique named monsters' stats a bit
  • Added a lock to the chest in the Cragmaw Hideout
  • Requires a key that can be looted from Klarg or received from Yeemik
  • The lock can be picked by either Mako or Nyx if they have Thieves' Tools
  • Turned off the option to change the Formation in the main menu
  • This is to keep the Player as the main character
  • Created a time travelled event
  • Not actual time travel, but the amount of time it took to travel
  • Calculates miles travelled based on steps on overworld map
  • Calculates time taken to travel those miles
  • Two common events: one for arriving and one for travelling
  • Outputs number of steps, miles travelled, and time taken on arrival
  • Input connectivity to Triboar Trail autorun event
  • Added connectivity to Tent location if used while travelling
  • Changed the skillset of the Cleric and Wizard to only have cantrips that function
  • Gave the Cleric Guidance and Resistance instead of Light and Thaumaturgy
  • Gave the Wizard Acid Splash and Blade Ward instead of Mage Hand and Prestidigitation.
  • Changed the introductory character selection map
  • Added a carpet
  • Added some water around the edges of the room
  • Added some peaceful music.
  • Created Class Trainers/Specialists
  • Added the council of advisors to the lord and lady
  • Added an event to introduce them all
  • Added a page for chosen player character to choose a class specialization.
  • Added choices for players to choose what they'd like to customize/train
  • Granted Wizard and Cleric trainers the ability to help players prep spells.
  • Added a page for player characters to acquire their equipment choices first.
  • Finished creating and connecting the rest of the Cragmaw Castle maps
  • Goblin Shrine
  • Dark Hall
  • Postern Gate
  • Ruined Tower
  • Guard Barracks
  • Owlbear Tower
  • King's Quarters
  • Added basic rough draft of placements for enemies in Cragmaw Castle
  • Added basic placeholder fight troops for named npc enemies: King Grol, Lhupo, Yegg, and Droop.
  • Added King Grol battle processing and acknowledgement of beating the current end of game demo.

Version 0.1.3

  • Updated GM's note to players at creation screen
  • Also updated Sildar's dialogue to provide a "What's new?" option for returning testers.
  • After Playtesting, made some updates and minor bug fixes
  • Fixed scroll speeds of scrolling flavor text
  • Fixed the sleep spell and its upgraded versions
  • Fixed the prone state and others to not last past battle duration
  • Tested individual parts of calculation for battle skills. All parts work...
  • Added some interactability in the castle
  • Fixed a bug with the spell prep books not being reusable
  • Fixed a bug where the inn exit events were not allowing you to leave
  • Fixed a bug that made the clock events unclickable
  • Interactability in the castle added
  • Equipment room has some lootable equipment: 2 shields, 2 ropes, bedroll, tent, and rations
  • Equipment room also has some guard equipment that you cannot take
  • Fireplace fires
  • Vyktor's book is a spell prep spot, that should work without needing a long rest maybe?
  • More functioning clocks
  • Fast travel map that takes you straight to Phandalin (need to add travel time)
  • Added "how to play" controls on wall behind Sildar
  • Finally tested and solved the problem with the battle skill formulas
  • Created a new temporary solution that will work until such time as I edit the core code
  • This current solution is a very basic hit/miss calculation then damage or no
  • Current formula does not yet work for versatile/finesse weapons
  • Current formula will definitely work for spell attack rolls
  • Current formula will likely not work for spell saves either, but I will try
  • Edited Unarmed Strike to use new battle skill formula.
  • Updated all weapon skills
  • Updated all enemy skills (melee, ranged, and spell attacks, including saving throws)
  • Updated all given spell attacks
  • Added descriptions to skills that needed them and created new skills with descriptions.
  • Added all weapon skill descriptions
  • Added weapon item descriptions to match
  • Added armor item descriptions for good measure
  • Added all given spell descriptions
  • Added all Cleric cantrip skills with descriptions and formulas
  • Added all Cleric level 1 spell skills with descriptions and formulas
  • Added states 34 - 46 to correspond with new spell skills
  • Added all Wizard cantrip skill attacks with descriptions and formulas
  • Added all Wizard level 1 spell skill attacks with descriptions and formulas
  • Marked remaining unfinished spells with an x in front of the name for reference
  • Added states 47 - 52 (so far) to correspond with new Wizard spells
  • Created a very rough outline map of Phandelver's Path (north of Phandalin)
  • Added Barthen's Provisions
  • Added Stone Hill Inn
  • Added Blacksmith Brothers smithy
  • Split Smithy into two parts: arms, and armors
  • Added Lionshield Coster Market
  • Added North exit to overworld map
  • Added East exit to Town Hall
  • Added South exit to Halia Thornton's house
  • Added West exit to Shrine of Luck
  • Added signposts at each of the four directional exits
  • Connected those maps back to this central hub.

Version 0.1.2

  • Fixed database to allow for coin values to be sold to merchants at actual price, by doubling value.
  • Also doubled value of all Trade Goods items
  • Changed all shopkeepers to purchase only
  • Except Halia Thornton at The Exchange, only merchant to buyback items or exchange coins.
  • Made her shops set to specific prices for each item rather than the (doubled) value.
  • Created Cragmaw Castle maps for the dungeon and interiors
  • Cragmaw Castle Exterior map with exit and entrance events to replace the placeholder
  • Created Cragmaw Castle Front Gate map with exit and entrance events
  • Created Cragmaw Castle Front Hall map; leads to Front Gate, Banquet Hall, and Hobgoblin Barracks
  • Created Cragmaw Castle Banquet Hall map, connects to Front Hall
  • Created Cragmaw Castle Hobgoblin Barracks map, connects to Front Hall
  • Added named npcs which are currently just copied enemy type stats, I may alter this.
  • Yeemik (maybe add some stats or a skill to show his leadership?)
  • Droop (maybe add a sneak attack skill?)
  • Lhupo (maybe add some spells?)
  • Klarg
  • Mosk
  • King Grol Cragmaw
  • Begun work on creating new SpellBook plug-in for wizard spell preparation...
  • it is bugged pretty badly though, not sure what the issue is yet...
  • Added variables to the character creation event for wizard and cleric related to spell prep.
  • Added Actors for Bat, Cat, Chicken, Fey Spirit, Horse, Imp, and Mastiff for Familiars/Beast classes.
  • Added Time Calculation common event. This currently can calculate clock minute/hour/day.
  • May at some point add day/night determinations.
  • May also add Months, Seasons, Years. Depending on what scope this game becomes.
  • Added Time Calculation to end of Short and Long Rest.
  • Also added variable adjustments to both so that there is something to calculate.
  • Also added events to all clocks in game to tell you the time of day and day of quest.
  • Created Cleric Spell Preparation Common Event to take care of Cleric prep temporarily.
  • Forgets previously prepared spells (sets current spells prepared to 0)
  • Reapplies Life, Knowledge, War domain specific spells (don't count toward current)
  • Loops choices of spells until current spells equals max spells
  • Won't allow you to select a spell you have already selected
  • Confirms your selection or restarts
  • Would prefer visual prayer book gui but this will work for now.
  • Added this common event to cleric spellbooks in the inn and campsite.
  • Created castle guards in and around the castle for blocking off training areas.
  • four guards blocking doors
  • rogue trainer in clergy disguise blocking secret entrance through gravestone
  • cat is druidic trainer in disguise maybe? also might be Glass Staff's familiar?
  • Added Switches 78 - 122 to account for spells prepared or not.
  • extended up to 159 to account for level 2 and level 3 cleric spells
  • extended blank switches up to 187, where Ranger skills are, to keep continuity
  • will not use 160 - 187 for Ranger skill switches; Rangers do not prepare spells
  • used 165-187 for Given Wizard spells to maintain continuity for the rest.
  • extended 188 - 280 for Wizard spells level 1,2, and 3, not upgrades.
  • Created Wizard Spell Preparation Common Event to take care of Wizard prep temporarily.
  • Similar to Cleric, starts by forgetting all level 1 wizard spells
  • No subclass specific spells to retain
  • Loops choices of spells until current = max
  • Starts with Chapter Index, one chapter per school of magic
  • All spells are sorted by school and will be listed alphabetically
  • If you do not have the spell known, indicated by switch on, it will not appear
  • If you do know it, it will show the spell stats (level, school, time, components)
  • Then asks you if you'd like to read it, prepare it, skip it, or return to index
  • Having a label for each spell, allows each choice to return you to that prompt
  • This means you don't continue on through the list of spells until you decide to
  • At the end of each chapter, asks if you want to read the next chapter or return to index
  • Will not allow you to prepare a spell you have already prepared
  • After prepping each spell: current spells += 1, if current = max then Final Check.
  • Confirms your selection at the end or allows you to start over

Version 0.1.1

  • Added Variables 71-115
  • 71-78 are for which actor id is in which position in the party (changes with formation)
  • 79 is what slot the player's chosen actor is in the party (changes with formation)
  • 80 is the player's chosen character actor id (permanent set by character creation page)
  • 81 is player level, 82 is half level (will change with level up selections page to be created)
  • 82-86 are to do with hit dice calculations to be used in short and long rest common events
  • 87-90 are for current and max caster spells for use with preparation on long rests
  • 91 is arcane recovery amount: number of mp able to recover on short rest once per long rest
  • 92 is the amount of hp of arcane ward for abjuration wizard
  • 93-96 is max/current class resources: superiority dice and channel divinities
  • 97 is the cleric's wis mod regardless of player or not due to impact on the following
  • 98-100 subtract per use of cleric abilities that are granted (cleric wis mod) times per long rest.
  • 101 is total kills
  • 102-115 is number of kills per creature type listed
  • 116 is the value of the donation to The Shrine of Luck
  • 117 is your luck value (will grant advantage and cancel disadvantage and provide bonuses maybe?)
  • 118 and 119 track how long it has been since your last short/long rest respectfully
  • 120 is the day tracker and will count the number of in-game days since the game started.
  • 121 will track how many hours since the day started and will reset each new day.
  • 122 will track how many minutes into the hour and will reset each hour (for combats and in town travel)
  • 123 is Time Traveled and will be used with 124 to determine how much time passed on overworld/town map
  • 124 is Steps Traveled and will be converted to time based on what scale map you are travelling on
  •  Added a map for a campsite as well as a single person tent
  • Single person tent is current plan for using "tent" item: grants access to long and short rests
  • Bedroll for long rest, restores full hp and mp, and half level worth of hit dice up to max.
  • Rations for short rest, costs 1 ration total to start short rest common event (no further costs)
  • Campsite won't see use until later on but will feature ability to speak with other party members.
  • Added the wizard and cleric spell books: grant access to spell preparation after long rests
  • Added a page to spell book events so that they should only show up if that character is present
  •  Added a short rest common event
  • loops query if you want to spend a hit die
  • informs player of current hit dice out of max, hit die size, and who will receive healing
  • if yes, determines if player has at least 1 hit die left, otherwise cancels with explanation
  • if yes, and able, rolls all dice and determines what rolls and bonuses to apply
  • subtracts one hit die
  • returns to start of loop
  • Added a long rest common event
  • restores all hp and mp
  • determines if current hit dice is less than max
  • if so, adds half level to current hit dice
  • does second check to ensure current did not exceed max
  • if so, sets current equal to max
  • added functions restoring rest based class specific resources (vars) and abilities (switches)
  • turns on rested (leaving tent turns that off)
  • turns off casters' spell prep (prepping or leaving tent turns that back on)
  • Added events for long/short rests and cleric/wizard spell prep to inn
  • Fancy versions in the more expensive comfortable room
  • Less fancy versions in the less expensive modest room
  • Least fancy versions in the tent
  • Added functin to turn off rested upon exiting the inn
  • Added page to exit event to check if rested but not prepared to warn player not to forget spell prep
  • Added events for long/short rests to castle
  • beds on first floor are free long rests
  • food in kitchen is free short rest
  • if you are duke or duchess, your bed is usable for free long rest, if you aren't, it is not your bed
  • Added The Golden Chest of Gold to the castle
  • Grants gold equal to 3 digit input.
  • After use, can be reset infinite times.
  • Purely for testing purposes.
  • Added The Shrine of Luck wishing well event.
  • Allows you to input how much money to throw in for your wish.
  • Grants luck based on how much you sacrifice.
  • Not sure of actual mechanics I will want to use here yet, but it functions.
  • Added functionality for two of the exchange quests at Halia Thornton's house.
  • Created Fresh Mushroom item
  • Created Scrap of Red Cloth item
  • Created event text and logic to determine if you have the requested item and do the exchange
  • Created Pouch of Seasoning item
  • Added Scrap of Red Cloth to list of drops for Redbrand Ruffians at a 1/4 chance
  • Created event text and logic to mushroom in forest on Goblin Trail map
  • Added switches 41-52
  • 41 and 42 are if you are rested, they should be turned on by resting and off by leaving tent
  • 43 and 44 are for caster spell prep, should be turned off by long rest and on by prep/leaving tent
  • 45-52 are class abilities that are switched on by use, and off by recovery with respective rest.
  • Fixed a bug where the castle exit always sent you to the triboar trail cutscene
  • Removed secondary exits and replaced with single exit event with different pages instead
  • First page is starting quest cutscene and turns on Triboar trail complete switch
  • Second page is regular exit if Triboar trail complete switch is on
  • Fixed a bug where some of the battleback files were missing, causing a few combats to crash the game
  • Fixed a bug in Tresendar Cellar where the cistern event was not interactable, due to being on the wrong layer
  • Fixed a bug with wolf encounter in Cragmaw Hideout where inability to move would lock up the game.
  • Fixed a typo in the wolf's attack skill
  • Added conversation with innkeeper
  • Choice to get a modest room (long/short rest/spell prep)
  • Choice to get food (short rest only) not actually functioning yet
  • Choice to get information (not fleshed out yet)
  • Choice that your are looking for someone
  • looking for a dwarf gets you info about Grista of The Sleeping Giant
  • Name dropping that you are looking for Gundren updates your quest objectives
  • I may have someone overhear this and leave though in a future build
  • Added placeholder skills 358 - 428 for class specific features and abilities
  • 358-378 is Fighter
  • 379-386 is Ranger
  • 387-395 is Rogue
  • 396-415 is Cleric
  • 416-428 is Wizard
  • Added all of the base classes' skill placeholders (that aren't chosen)
  • Added all of the sub classes' skill placeholders (that aren't chosen)
  • Added new Actors: Horse and Mastiff
  • Created new unique armor and armor types: Light Barding, Medium Barding, and Heavy Barding
  • Created some of the class skills
  • Second Wind (functions but I need to add a cooldown or something to make it once per rest)
  • Action Surge (Does not affect current turn, so I made it two turns long to compensate)
  • Sneak Attack I, II, and III (ignored chance to hit/miss/crit, but it is free guaranteed damage)
  • Added placeholder items 151 - 188 for treasure items available in the adventure as written
  • 151-155 is single pieces of currency if I end up needing that for conversions later?
  • 156-160 is up to end of Cragmaw Hideout
  • 161-174 is Phandalin up to end of Redbrand Hideout
  • 175-184 is Side Quests up to end of Cragmaw Castle
  • 185-188 is Wave Echo Cave
  • This list does not include spell scrolls or potions except for the Glass Staff's Invisibility Potion.
  • Added prices to database for all basic items, adventuring gear, crafters' kits, and trade goods.
  • Added basic armor and weapons and some of the treasures.
  • Not all of the magic items and treasures yet.
  • Added weapons 51-55 for one of a kind weapons available in the adventure as written
  • Talon, Lightbringer, Hew, Feather Staff, Wand of Magic Missiles
  • Added armors 29 and 30 for one of a kind armor items available in the adventure as written
  • Mosk's Eye Patch (I added ability mods to it for fun)
  • Dragonguard (I added ability mods here too)

Files

Lost Mine of Phandelver.zip Play in browser
Oct 25, 2021

Leave a comment

Log in with itch.io to leave a comment.