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Ruphand: An Apothecary's Adventure

Evening, RPG Maker Net!

It's been a while since the last update. Sorry about that, classes have been really rough recently and I haven't been able to find much time to work on Ruphand. That said, I have started some development of the next update. I plan on having two more optional dungeons released, including the currently inaccessible tower south of Torken. One of these dungeons will be rather short and only be accessible if certain bosses have been defeated, while another will be fairly long and complex. After these dungeons are done, I can really get started with Chapter 2.

Once I get some spare time, I'll start work on these optional dungeons. Ideally I'll have them done in two to three weeks.

EDIT as of 5/2/18: Well, it looks like I didn't manage that "two to three weeks" goal. Due to an increasing workload, I haven't found much time to work on Ruphand, though I have mapped a good portion of the Torken tower. I'm expecting work to ease up in a few days, and will resume work on Ruphand after it does.

EDIT as of 5/12/18: I've mapped out the Torken tower and designed the encounters there, but work didn't ease up as much as I thought it would. I am expecting to get the update done within two weeks, three if there is a severe delay.

Ruphand: An Apothecary's Adventure

I'm happy to announce that Update 0.2.3 is finally released! About time, too. This update introduces a new optional dungeon with strong and sturdy enemies bearing powerful magic; high elemental Resistance could be a lifesaver in the Low Road!

DUNGEONS & TOWNS:
-An underground tunnel beneath the Barrier Wood is under construction. Reach Levitt's Landing and check out the cobblestones on the World Map to enter the Low Road, and be on the lookout for secrets- and for very dangerous enemies...

ITEMS:
-A few new items are available inside the Low Road.

SKILLS:
-Treat is no longer usable outside of battle.

GAMEPLAY:
-When Burn is applied or re-applied, the user's Fire Amp will now increase Burn Damage dealt against the target accordingly, with the highest value being used for damage.
-When Rock Wall is applied or re-applied, the defensive bonus is multiplied by half of the user's Earth Amp.
-Causing damage to a Burned target will deal the Burn damage and expend one turn of the Burn.

BUGFIXES:
-Brill no longer has unexplained levitation powers when the Frozen Reach's grass is growing on a cliffside.
-The paper next to the Dragon Statue in Torkenwatch Lighthouse can now be read.
-Certain NPCs in Torken are no longer quite as identical.
-Brill should no longer be blocked by the top of books on a table in Torken's General Store.
(The next version should have the "sampling under the Ice Crystal" bug fixed.)

Ruphand: An Apothecary's Adventure

My apologies for being quiet for a month! I've had a lot of other things that required my attention, but a new dungeon is in the works. The previously-mentioned changes to Fire are functional, and will be added along with this dungeon. I'd say the new dungeon is halfway done, and I'll try to get it done within a week or two.

EDIT AS OF 2/17: I bit off way more than I could chew in 2 weeks with this dungeon, but another week or two should be enough. Ideally I'll have enough time to finish everything by tomorrow, but my workload in college has gotten much more strenuous in this last semester, and I'd rather not take any chances. I apologize for the long delay.

Ruphand: An Apothecary's Adventure

I'm thinking of maybe having Burn damage proc when the target is hit as well as when the target attacks. I'm also considering adding Fire Amp to damage dealt, with the Amp that's applied being based on the highest that the target added to the particular Burn effect with. So, using a move that boosts your Fire Amp and applying a Burn will give you the boosted value until the Burn is gone.

I'm thinking of something similar for Earth effects, which would make Earth Amp a better defensive effect.

Ruphand: An Apothecary's Adventure

Ruphand 0.2.2 is available for download! It adds a number of hidden items to Regalle, including a path to reach a small dungeon!

Changelog of 0.2.2:

DUNGEONS & TOWNS:
-Torkenwatch Lighthouse has been added to the game.
-The Midd Farmstead, just northwest of Orvas, might have a few hidden items around that Brill could use.
-A few hidden areas have been added to the Regalle region.
-Changed the lighting a bit in the Levitt's Landing underground ruins.
-The Lazy Lobster finally found its own menus. Not sure where they've been misplaced all this time, but they're there now, and you can purchase three different (and very helpful) dishes.

ITEMS:
-The Heartbeat medal has been improved.

SKILLS:
-Starforce is no longer usable outside of battle.

BUGFIXES:
-Certain walls, mostly in the ruin tunnels, that were walkable should no longer be walkable. Some other passability issues, such as the walkable area on the ships in Levitt's landing, should also be fixed.
-The game should no longer hang when you buy Fire or Ice Resistance in Jelirol.

Ruphand: An Apothecary's Adventure

Afternoon, RPG Maker Net!

I've been doing some work on the game, but one area in particular is taking a bit of time to implement. I should have a large update, with fixes for most of the bugs Cryum reported (thanks a ton!) as well as a few more secrets in the Regalle region and actual food items on the Lazy Lobster's menu.

Christmas festivities will take up a good amount of my time, but I should have the next update ready in around two weeks, tops.

Ruphand: An Apothecary's Adventure

I apologize for the delay in fixing the bug. While I'd like to get right on fixing bugs and adding content, I've been busy with end-of-semester stuff and final exams are coming up. After the last exam on Wednesday, I should have a lot more time to not only squash more bugs, but add some hidden secrets to the World Map.

On the Heartbeat medal: The next release will increase the HP bonus to 5. 3 was too low. Many incorrect Check descriptions and invalid usability issues will be corrected in the next version as well. (Star Burst isn't actually supposed to be usable on the map, I messed up.)

The Dream Drop swarm adding Dream Drops over time is working as intended. That way, you aren't overwhelmed immediately.

Ruphand: An Apothecary's Adventure

I've released a patch with many bugs fixed. This latest edition also has had a patch added to improve memory management.

Changelog of 0.2.1x P3:

DUNGEONS AND TOWNS:
-A new treasure chest was added somewhere.

BUGFIXES:
-The Winning Streak in the Challenge Tower should now properly update when you leave or fail.
-Checking Meteo Soldiers should now properly show that they take damage for allies.
-The detective outside the Defenders' Rest now actually takes the Shadow Shards and Ominous Orbs when you turn them in.
-Merrick's Restaurant has reinstated its "no walking on the kitchen table" policy.
-Certain instances of the "Let's Learn Our Elements: Water" no longer incorrectly state that Soften slows you down.
-Beds and inns should now cure Poison.
-Treat is now considered a normal skill rather than Magic, which means Brill can actually use it.
-The statues in the fort on Belke Coast are now properly considered solid objects.
-The Fishman Major Garb was not contributing the full 4 Defense, instead only giving 3 Defense. After a stern reprimand by the unimplemented Fishman General Garb, it now grants 4 Defense as its description states.

If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.

Ruphand: An Apothecary's Adventure

I've gone about fixing these bugs on my end.

Undead being healable at 0 HP is working as intended; a later enemy type will actively make use of this.

I can't seem to reproduce the not dying on Burn damage bug, the unselectable Meteo Soldier bug, or the crashing when reading about Attack and Defense bug. Could you give me a bit more information about when each one happened?

I also noticed a ceiling section I inadvertently made walkable. I for one welcome our new walkable ceiling overlords, and will place a treasure chest there since it doesn't make anything accessible that shouldn't be accessible.

Ruphand: An Apothecary's Adventure

They just keep popping up. This bug and the Braced Gauntlet bug are related to the "independent gear" feature, included in Yanfly's Item Script, that I thought would be needed (but wasn't needed) for 0.2.1's Medal system. I've just now come up with a fix, but I'll need a way to change existing items to their new, non-"independent" version so they can properly be used in crafting.

I'll get this more comprehensive fix out there as soon as I've got this done.

EDIT: And said comprehensive fix is now out there! Finally, the items are back to normal and I can get to working on content (and some quality-of-life stuff). Important thing: be sure to hit "Sample" somewhere you can get items, then re-equip your gear when the game prompts you to.

I'll copy and paste the changelog here too.

Changelog of 0.2.1x P2:

IMPORTANT:
-If your save file was in Version 0.2.1, 0.2.1x, or 0.2.1x P1, use Sample to gather ingredients somewhere to re-enable your equipment for use in Crafting. Afterward, be sure to equip your items, as they will be unequipped.

BUGFIXES:
-Brill has corrected the momentary lapse in judgment that was preventing her from equipping items.

If you want to import your save files from an earlier version to a later version, follow these steps:
-Go to your old version of Ruphand, and navigate to the www folder.
-If you have saved files, there should be a folder named "save"; copy the folder.
-Go to your new version of Ruphand, and navigate to the www folder.
-Paste the old save folder into the new version's www folder.