![]() #716 - added light to Maldac Inn so innkeeper is visible in the evening.#701 - added light to Red Torch Inn so innkeeper is visible in the evening.#707 - added alternate keyword to pubkeeper (Grumpy) for one of his clues.#715 - corrected directions given by Grumpy in Knaerwood.#713 - tweaked dialog of orc pubkeeper in Knomwaer to make him sound more orc-like.#714 - changed (L)ook text and mob name from bats to vampire bats.#705 - changed (L)ook text from lava to magma for underground tiles.#686 - Maldac exit changed to west side on Overworld map.This is fixed, they are now not able to be sold. #688 - St Giles sword and Gnomesbane were sellable but should not have been because they are unique items.#680 - tweaked text of "Cultist scroll" to change a word too big to fit on one line.#676 - Revised Lord British's advice text to make it more clear that Captain Raque is not an ally.The game changed to the correct value after the 1st combat, making this a cosmetic issue only. #661 - NPCs once joined and player's character at games start had a skill progress bucket size of 12 and 8 respectively, and it should have been 2.There also a case in Grymvi with an Ettin and a general object.This was a one-off fix, the root issue the caused this still exists. #712 - chest in Veylan wouldn't appear if that tile was first on screen at the same time as a mob attack.#700 - fixed cosmetic line feed issue in text for Ayre in Knaerwood ("alive" keyword).#698 - corrected directions given by Dokeck to "northwest" instead of "north".#703 - Nox Thun (joinable NPC) was able to train right away and all other NPCs could.#708 - Added Easter egg keyword to Nox Igvius in Suurtheld.#706 - "Cultist Scroll" a minor and redundant quest item was able to be sold.#677 - clarified Lord British clue for pirate island location.#660 - Phyrra's starting range skill was supposed to be 20 but was 8.#670 - corrected typo in Bayport magic shop into text.#668 - NPCs in castles could walk onto weapon display tiles ($46) if trying to navigate around the player or another NPC. ![]() #662 - Nox Thun was misspelled as Nox Thum in a few places.#658 - fixed incorrect tile in guardian chamber (south).#665 - removed duplicate shield entry from Bayport Armory merchant.#672 - clarified Knight Paragon text about bandit threat quest.Cause by QC not detecting undead mob status. #728 - Combat with undead mobs felt extremely unbalanced in Quick Combat versus Tactical Combat.#695 - (T)alk to upper right Caravel (guard ship) in Bayport results in crash.#709 - the inventory full calculation was off, which could cause a crash when adding items if the players inventory was full.boss, sharks, Cultist by Maldac) combat will have weird text and icon placement and crash on ESC to exit after the battle #694 - If Quick combat is set to ON in the settings menu, and combat is with a mob who forces tactical combat (i.e.#657 - fixed crash that was occurring if a rez was cast and a living mob/PC was occupying the last screen position occupied by the rez target.Will 6502 Workshop make more games anyway, even without Patreon support? This literally means that for Mark, income from Patreon translates directly to more game development hours each month! The nature of this job is such that he can adjust his workload as he sees fit. ![]() This is especially true for lead developer Mark Lemmert, as his day job is freelance consulting. The short version is, the more income we receive from Patreon, the more time we can devote directly to making games. How does Patreon help us produce games faster? If the answer to any of those questions is yes, the new 6502 Workshop Patreon is what you're looking for! Click here to join up! Note: This is an expansion pack for Nox Archaist, and requires the full game to run.ĭoes the idea of helping 6502 Workshop release more games at a faster pace sound like something you'd be interested in? Want to get perks that give you unparalleled insider access to details about the projects we have underway, and even the opportunity to directly influence those projects?
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