Alright, I've been making a big effort over the past couple of weeks to get the hold Finished. I'm still not quite done, but I might as well post an intermediate hold update.
I've added lots of new features, which should make the hold a bit easier to play, including a warp system to aid backtracking. Unfortunately, this new system (combined with me having a fresh player file) necessitates I change the hold ID (to prevent intermediate save games with already-loaded rooms and new rooms from the new version).
So, I may as well post the hold version with the new ID today, to give people a chance to play through it again (and note changes). The Tenth Level is mostly done, but the final boss is not yet fully implemented.
Full changelog:
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IMPACTFUL
- Added 300 health to a yellow door in Third Level Twice South
- Added 150 health to Fourth Level 5E
- Added 405 health to the Fifth Level 2N1E optional puzzle skip.
- Added 400 health to Sixth Level 1N1W behind the yellow door, so people might open it more often than "never".
- In Sixth Level 1E (builder fight), changed green door to a yellow door so people might pick that option more often than "never".
- Changed green door in Second Interlude 1S1E to a yellow door. It's still kind of silly, but slightly more reasonable.
- Added 75 health to Eighth Level 4S1E
- Oh yeah, added Tenth Level I guess.
CONVENIENCE/AESTHETIC
- Added "warp elevators" near each level's entrance room.
- Made most "highlighted" map rooms (e.g. rooms from signs, rooms NPCs talk about) full-reveal.
- Added some extra lines to pie fort scout interrogation.
- Moved a tunnel in Third Level Twice West so fast-travel around it is possible.
- Fixed a Third Level cutscene that was accidentally letting the player role lapse back to Tendry.
- Removed two tunnels from Fourth Level 2S8E that I don't think were there for any good reason. This enables fast-travel.
- Added auto-save to Fifth Level 1S5E so you can easily change your mind if you're not ready to fight the Goblin King yet, and you won't lose progress.
- Fixed the Belt Buckler room so it won't auto-save twice when you get the Belt Buckler.
- Added an inventory square to Fifth Level Twice North, since you might want to swap your Belt Buckler for your Grappling Hook right there.
- Added an inventory square to Sixth Level The Entrance, to remind you to put your Belt Buckler back on, if you have it.
- Added an orb to Sixth Level 3N1W to enable fast travel if you happen to get behind those gates.
- Added characters to Second Interlude that keep track of partial greckle totals, and play a sound cue when you meet quota.
- Got rid of one green door in Seventh Level 1S.
- Added an inventory square in Eighth Level 1S2W.
- Fixed some force arrows in Eighth Level 4S9W to work the way they were probably intended to.
- Moved an inventory square in Eighth Level 1S8W to make it more obvious it's there.
- Removed a force arrow passage from Ninth Level Entrance. I don't know what it was doing there, but it's clearly bad since you could lock yourself out of the level by accident with it.
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Quick links to my stuff (in case you forgot where it was):
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[Last edited by Chaco at 03-07-2016 06:54 PM]