Game Updates - January 2016

# Update - January 19, 2016 (Developer's Build 0.5.3)

## General Changes

* Teleporting to a distant room from the entrance of the cave now reduces the time the player has to complete the day by :30 for every room jumped over.
* Added support for the Map reward
* Music has been added to the Water Cave and Boulder Cave
* Tools: added the tool UI. The player can now have one tool equipped at any time. The currently equipped tool is displayed in the top left of the screen, and activated with “A.” The player can use “L” or “R” to switch between tools in inventory
* Currently supported tools are the hookshot, lantern, shovel, pick, and hammer.
* Various things have been updated to require the proper tool be equipped to operate correctly

## Map Changes

* Cleaned up the Dark Cave Tunnel real nice
* Fixed a bug related to Ice Cave Waypoint Cave Entrance spawning
* Fixed a bug related to Wolf Cave Entrance spawning
* Fixed a bug related to Tide Entrance spawning

## Puzzle Changes

* No longer spawning puzzle 31 (it was taking a long time, and the player could never see it anyways)
* Grabbing pillars now causes the tool UI to show a pillar and disables switching tools until the pillar is released; the button to the pillar’s light on has been changed to “A” to bring it into conformity
* When hookshotting a gargoyle, changing tools is disabled until the gargoyle is released

## Quest Changes

* Set the charitable value of nearly every item in the game
* Interacting with fossils now provides the player a sketch if the player has blank parchment and a quill in their inventory
* Fixed a bug related to mushroom spawning
* You can now pick up all 10 varieties of mushrooms
* Fixed text on picking up Bright Flowers
* Fixed a bug related to relic spawning
* Relics can now be destroyed or marked
* Fixed a bug related to Barnabas’ weapon spawning

# Update - January 11, 2016 (Developer's Build 0.5.2)

## Map Changes

* Edited the map for Ice Cave 2 to allow access to more areas
* Expanded the map for Ice Cave 4
* Slight modification to Dark Cave 2, 3 and 4 to allow access to more areas
* Remade Dark Cave Waypoint in the new tileset (this thing was a holdover from over a year ago!) – the entrance now also spawns
* Library has been slightly edited so that it is no longer a pass-through map, but instead spawns as a side area like the Wolf Cave etc. – the entrance now also spawns
* The entrance to the Wolf Cave has been randomized
* The entrance to the Tide has been randomized

## Quest Changes

* Added Journal entries for the following quests:

```
    * Rewriting History
    * Historic Preservation
    * Further Investigation
    * To House A Village
    * Hunting Party
    * Rozsa’s Past
    * Crumble
    * Bardic Inspiration
    * A Cask of Wine
    * The Only Lovers on Earth
    * The Name Game
    * Giving Back
    * Curse II

```

* Edited various other Journal entries
* Reconfigured the following spawn locations given the new 4-room-per-biome system:

```
    * Erik’s Cave
    * Ice Cave Waypoint
    * Imp Cave
    * Dog
    * Amulet
    * Bottle of Scotch
    * Ghosts (a maximum of 4 of 5 possible ghosts spawn, which will also change which quests are available)
    * Graves (again, a maximum of 4 spawn, keyed to the chosen ghosts)

```

* The following items now spawn in the cave:

```
    * Bright Flower
    * R&C Heart Drawing
    * Fossils
    * Veins of Ore
    * Injured Groa
    * The brave puppy, Cail – in several places
    * Attendant Relics
    * Barnabas’s Sword
    * Oyster Mushrooms
    * Wood Ear Mushrooms
    * Gypsy Mushrooms
    * Fly Agaric Mushrooms
    * Ivory Funnel Mushrooms
    * Morel Mushrooms
    * Webcap Mushrooms
    * Black Forest Mushrooms
    * Chanterelle Mushrooms
    * Enoki Mushrooms

```

* The location of Dig Sites spawning has been moved from the Ice Cave to the Dark Cave, and their number reduced from 16 to 11
* The “rubbing alcohol” reward from the quest “Hair of the Dog” has been renamed to “Flint and Steel”; it otherwise functions the same
* Campfires now spawn in the Dark Cave and Water Cave (in addition to their already normal spawn points in the Ice Cave); campfires can be activated with the lantern (in addition to using the Flint and Steel)

# Update - January 4, 2016 (Developer's Build 0.5.1)

## General Changes

* Fixed a bug where the game would crash on the 13th death

## Map Changes

* Removed the Dark Cave rope from Vidar
* Fixed the animation of the shortcut switch in Dark Cave 1
* Fixed the entry point for Water Cave 2 and 4 so it’s no longer on the vine
* Fixed several bugs related to Dark Cave 2
* Moved the lantern so it doesn’t occasionally clip with the waypoint entrance
* Fixed pathing issues in the tutorial map
* Parallaxed the tutorial map; this helps resolve some of the sprite separating, and also significantly reduces the lag
* Fixed a bug related to passage through a column in Dark Cave 1
* Removed the tutorial in Ice Cave 1 concerning shortcuts (as it no longer applies)

## Puzzle Changes

* Deleted a stray crate from Puzzle 8, Option 0 (NO idea how he wiggled his way in!)
* You can now push and pull gargoyles (in addition to being able to move them via hookshot
* Fixed bugs related to the gargoyle; it will move correctly, and activate pressure plates correctly now
* Fixed a bug where all but the red pressure plate would not reset appropriately when they were not active
* Added puzzles 68 and 69, which are two short little things
* Added reset support for all Boulder Cave puzzles
* Added reset support for all Water Cave puzzles
* Added reset support for all Dark Cave puzzles

## Quest Changes

* Changed the graphic for dig sites in the Ice Cave for “Not a Thief”

## Dialogue / Cutscene Changes

* Fixed a bug where Sandor wouldn’t leave the inn after giving the player “The Second Son” quest
* Fixed a bug where Sandor’s dialogue would run together in the Ice Cave

## Misc.

* Fixed the graphic for the chest containing the hookshot
* Autosave is back in albeit it a little different. The game does not autosave at every transfer. It does at the end of each day, instead of bringing up the save screen.
* Correct ghost sprites now appear in the cave
* A progress bar has been added to the Dungeon Randomizer, so you have a sense of how much longer before your world is created
* Fixed a bug where, after saving, it was impossible to enter the water cave
* Barrels will only fill your oil if you have the lantern
* When entering the cave from town, “Return to Vidar” is disabled as an option
* Played a little bit with lighting