It could just be a case of ‘we’re all blind and complaining about nothing’. Haven’t even experienced the long loading times since starting a new file last week.
For anyone else that experienced a bug stuffed game when it launched, the recent few updates seem to have fixed the game and made it stable. Now might be the time to play, if you are still interested in playing during the beta.
Im excited to try the game out again from the patch notes it looks like you fixed the most game breaking bugs which is great since i kept having to restart my saves because when they’d pick something up an error would occur
Dev Log #8 is available now on itch! This covers a lot of content for 1.1.0, such as class overhauls, housing, enchanting, and more!
Read it here:
1.0.4 is out now!
Read the patch notes below, if you’d like!
All of these will be fixed in the next hotfix patch! I messed up with the handling of the lepins being hidden before you progress far enough, so their sprites were being loaded even though they weren’t actually there. Hence all the phantom lepins haha.
Hello! Where is the wise man’s hidden home? Could you please give me a hint?
Wise man? I’m not sure what you mean by that
Ah! That’s outside of Auris village, a bit down and to the right. You should notice a new arrow pointing downwards right past the rocks across that little pond leading into the area.
(Totally forgot to post this, whoops!)
1.0.6(.1) is out now! This update made the rest of the named NPCs inflatable, and added a lot of bug fixes!
Read the patch notes here:
I’m experiencing a bug - for some reason, on the first main quest with the goblins, when you’re looking for permission to enter the village, the camp that’s south doesn’t load properly. It just gives me an error warning.
For further context, this is the error.
Okay, so did some digging in the files, it looks like there are two “stages 0-3” files of this “Fang” character, and neither match the requested info.
So, which one should I rename to the requested character?
Re-Edit: I renamed the first file since I figured the others with no hair were likely templates of the character. Quest went on as normal.
Never mind, there’s another error that requires me to make a copy that’s renamed.
Question: is there a way over the rocks blocking the paths or am I not supposed to be going to those areas even?
Those are to seal off areas still in development. They’re not meant to be passed & will open up as the map expands!
Dev Log #9
Bounties
Bounty quests in Swelladia are repeatable side quests, pulled from a list that rotates every three in game days. These quests will have unique objectives, and give a currency used in a special item shop, called bounty tokens. Bounties are also a great source of EXP for leveling up additional classes! There will be a minimum of six different bounty quests available per player level.
Higher level bounties can be undertaken once the player passes a special exam after completing enough bounties for each level.
Bounty Types
The first bounty type are assassination quests. These will require you to hunt down an elite target at the specified POI (more on what these are in a moment!). The target will be stronger than usual enemies, so strategize accordingly!
The second bounty type are interaction quests. As the most diverse bounty type, these will require you to fulfill the specified objective at a POI. For example, you could be tasked with spiking an entire camp’s water supply with berry juice!
The third bounty type are escort quests. These quests will require you to break into a POI and rescue (or capture) a target without them detonating. Once you’ve apprehended your target, you can escort them to any large settlement to complete the bounty! These bounties give double the tokens of a normal bounty.
Hunt bounties will require you to pop a specified number of enemies at a POI. When taking out a bandit syndicate’s leader isn’t enough, blowing up the whole lot of them will prove satisfactory!
Grand Hunts are special bounties that are much tougher bounties with special targets across the world. While not as powerful as world bosses, these hunts require special permission from Captain Arona to be initiated due to their danger.
Grand Hunts give uniquely powerful loot, and lots of gold! And who knows… maybe you’ll run into a trio of cyclops hunters along the way?
Bounty Tokens
Bounty tokens can be traded to Captain Arona in order to get unique loot.
This includes things such as:
- Bundles of crafting materials.
- Unique crafting materials for loot, furniture, & pets.
- Magical tape to revive popped party members.
- Unique accessories & interactive items.
The bounty shop will continue to expand over time, as new bounties are added.
Points of Interest
Bounty Points of Interest are the unique maps in which most bounty objectives are set. These maps are filled with secret interactions, in order to keep your repeated travels into them fresh!
If you mess around in a POI long enough, you’ll find lots of secret routes to make your stealth through the areas easier. An experienced blimp will have a much easier time reaching their target! These areas are still in development, but I am exploring items with unique abilities on these maps, such as shovels for tunneling around to different parts of the map.
POIs are designed so that sneaking, or simply fighting your way through the crowds, are equally viable options to complete your bounties! There are items available in the bounty token shop to make these tasks easier, such as a ring of temporary invisibility, only usable within POIs! As of 1.1, there are three POIs: the bandit camp, the lepin grove, and the goblin mound!
Day/Night Cycle
A day & night cycle has been added to the game! This includes a full 24 hour cycle, with transition periods between day and night. This currently doesn’t impact anything, but in 1.2 there will be monsters and events specifically related to the day/night, requiring you to do some planning if you wish to seek them out!
Weather System
The weather system has similarly been implemented into the game! Right now it only features three types: light rain, heavy rain, and fog. As the game’s areas expand, new weather types will be added as well. More special, regional weather effects will have special effects.
Rain inflicts the WET status passively on both the player & enemies. In 1.2, different enemies will also start to spawn exclusively in different weather types. I plan on also doing systems with resources, such as “blooms” where a resource might spawn more often or give more rare drops during certain weather types.
I already have the months of the in-game calendar planned out, and most of them will also come with unique weather impacts on the map! These will be much more fantastical, and visually interesting as well. I’m very excited to share this in particular, and I think you will all enjoy it. This will be added in 1.2!
UI Overhaul & Hotbar System
As is depicted above, the game’s UI has seen a massive overhaul! I found the previous one quite lacking, and it was difficult to add more information onto it in a way that was visually pleasing. This one includes a dynamic picture of the player character, which will change emotions depending on how inflated your character is! It will also turn blue if berried, of course!
As you can probably notice, the game’s item slot has been expanded into a full hotbar! This works the same as the old item slot, where you press “Q” to pull up the menu, but it will instead put that item in the selected slot. This should make messing around in the overworld much smoother.
Sound Overhaul
The music and ambience of the game have been massively overhauled! Now there are much wider playlists of music for both the day and night time, and they will continue to be expanded over time. Additionally, different areas of the map now have ambient sounds. For example, near rivers you will hear rushing water, and ambient dripping in caves. Additional ambient sounds also exist depending on the time of day.
The sound effects of the game are steadily being expanded as well, primarily focusing on adding sound effects to the previously silent skills. This was something I simply skipped over before due to the hectic rush to get the initial beta launch out.
Item Sprites
As you can see above, I’m steadily working on giving every in-game item a unique sprite. I’m doing this to steer away from RMMV’s overused assets, as well as to make getting new gear feel more rewarding. I personally get excited when I find a new item in a game with a cool design, so I am putting this philosophy into the game development.
This certainly isn’t something I’ll have done by 1.1, as the update is already adding so many new items. You can expect a large batch of new item sprites each update though!
What’s Next?
The next dev log will cover the crime system, including prisons and what qualifies as criminal activity, and a few other things as well! The next one will come sometime shortly after I finish implementing & release the bounties update on patreon.
After the next WIP build, which will add all of the things mentioned above, I’ll have the following features left to add: crime & punishment, expanded puzzle mechanics & some new dungeons with specific loot, community items & NPCs, the immersive fast travel system, and that’s pretty much it! I’m not going to give an ETA for 1.1’s release, due to my own inability to stick to a consistent schedule. But currently it’s about 40% done, not including bounties since I’m still not finished with them.
WIP Build 1.1.w.2 is live on patreon!
Highlights include: Poppeteer class, sorcerer bugfixes, new hotbar system, day/night cycle, new music weather, UI overhauls, and more!
Note: Update #1.1.0 is approximately 2/3 done. I’ll be breaking up future updates into smaller chunks to put out public updates more often!
Get it & Read Patch Notes Here:
https://www.patreon.com/posts/1-1-w-2-build-125283639?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Here’s a preview of the upcoming class in update 1.1, the poppeteer! This class uses poppets to inflate their foes with voodoo magic! It also makes powerful use of DoT effects & status ailments.
This class is currently available on Patreon if you’d like to try it out!
Witchery
At the end of each round, Poppeteers gain a stack of Witchery! for each foe with 2+ status ailments affecting them. These can be expended to use the classes more powerful foes, allowing you to stack a greater amount of debuffs, as well as siphoning the stats of your foes!
Poppets
Poppets are dolls that are linked to a target, and share damage inflicted with their target. The benefit of using a poppet is that it has no defensive stats or elemental resistances (or weaknesses…)! Using a poppet and afflicting both your poppet and the target will net you a bonus Witchery! stack each turn as well!
what are the differences between the player species?
Looks I think there’s no stats change due to race
None ATM other than appearance. In the next update there will be racial bonuses though!