Patch Notes From 0.1 through 0.1.5
The Lost Spellforge » Devlog
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
The Lost Spellforge
A dungeons and dragons adventure in the style of old-school rpgs.
Status | Prototype |
Author | DungeonsandDadJokes |
Genre | Role Playing |
Accessibility | Configurable controls |
More posts
- Initial upload of The Lost Spellforge version 0.1Nov 16, 2020
Leave a comment
Log in with itch.io to leave a comment.