Game updates - May 2015

# Pre-Alpha 1.1.0 – The “Anna Cail” Patch

This build requires a new game to take effect.

## General Changes

* Imported the resdesigned puzzle spawning system which fixed the saving/loading bug from the Developer’s Build last week. I foolishly believed it wasn’t necessary for this build. Turns out, it solves a bug where puzzles that get a “full reset” (ie. puzzles with broken tiles that need to be replaced) were not resetting switches, and instead were leaving them active. Because this is tied to puzzle spawning, it requires a new game.
* Implemented an Autosave Feature – autosave triggers every time you transfer maps

## Puzzle Changes

* Fixed a bug where breaking tiles would occasionally make the space around them change in unpleasant ways
* Fixed a bug where breaking tiles would occasionally not respawn on reset

## Quest Changes

* The entrance to the imp cave can no longer spawn in the middle of Puzzle 17; this fixes a bug that put the player in a hole on their return

## Dialogue/Cutscene Changes

* Fixed a bug where Borbalo would spawn twice when chasing you down after completing “The Second Son” on the 3rd day.

## Misc.

* Added a Sir/Madam vocab macro
* Forever typos

# Developer’s Build 0.2.1

## General Changes

* Implemented an Autosave Feature – autosave triggers every time you transfer maps
* Puzzle Debug Mode was disabled for this build; for this build only, you’ll be able to explore all of the Ice Cave and Dark Cave, just because I’m on vacation and wanted to do something fun!

## Map Changes

* Edited Dark Cave 5 to fit the puzzle options around Puzzles 51 and 52
* Fixed position of Dark Cave tutorial text
* Fixed position of Pillar tutorial text
* All variants of Dark Cave 3 can be spawned
* Added two barrels to the Dark Cave Library entrance
* Added some shadows
* Fixed the return from Dark Cave 4 to Dark Cave 3
* Fixed some wall tiles throughout

## Puzzle Changes

* Freezing lights after completing a dark cave puzzle now also kills all wolves in the puzzle
* Added new puzzle option for Puzzle 32, 33, 34, 35, 37, 39, 47, 48, 51, 52, and 54
* Added hover indicators to torches, lanterns, lightpillars, pushable mirrors, wall pull switches, levers, static fuel barrels in the Dark Cave Intro Room and Dark Cave Music Room
* Added tutorial for moving mirrors
* Fixed some bugs related to Dark Cave 3b’s puzzles
* Added new graphic for lightpillar

# Pre-Alpha 1.0.3

## Map Changes

* Fixed a tile passage issue in Ice Cave 1

## Puzzle Changes

* Activated additional puzzle options for puzzles 0, 1, 2, 3, 4, 5, 6, 7, 9, 10, 11, 14, 18, 19, 21 and 57

## Quest Changes

* Fixed a bug where a ghost would occasionally spawn in the middle of a puzzle in Ice Cave 5
* Because it is possible to reach a point where the bottom of Puzzle 4 is inaccessible, quest spawns (water bowl, ghost, and dig locations) have been removed from that section

## Misc. Changes

* Various map graphics and shadow tweaks
* Typo fixes
* Edited one of the voice overs for FemStranger in the intro

# Developer’s Build 0.2.0

## General Changes

* Changed how Dark Cave puzzles are spawned to remove the cap on possible options per slot
* Fixed a bug where Dark Cave puzzles were not playable after saving and loading – this change requires creating a new game, and is the reason for the middle number increase in the version

## Map Changes

* Changed the graphic for the pillars found throughout the Dark Cave

## Puzzle Changes

* Changed the graphic for the lightbridge spawned in various Dark Cave puzzles – it still isn’t perfect, but it’s starting to head in the right direction
* Implemented Moveable Mirrors
* Depowered lightbridges now show a nearly transparent graphic to indicate where they are
* Player’s who are on a lightbridge when it expires will automatically restart the puzzle
* Fixed a bug which was causing holes in Puzzle 48 to spawn wrong
* Activated a new option for Puzzle 54

# Developer’s Build 0.1.3

## Map Changes

* The tops of pillars now correctly stand above the player when freestanding (and correctly block the player when against a wall)
* Fixed the transition back from Dark Cave 1 to the intro map
* Fixed tile passability issues in Dark Cave 2
* Fixed the new gate shortcut in Dark Cave 2
* Fixed the torch placement in the lightbridge shortcut in Dark Cave 2
* Fixed the transition back from Dark Cave 2 to Dark Cave 1
* Fixed the transition back from Dark Cave: Music Room to Dark Cave 2
* Fixed the entrance to Dark Cave 3
* Dark Cave 3a, b, and c are now correctly dark, puzzles will not crash the game
* Blocked off pathing for wolves in certain areas of Dark Cave 3b to prevent the scenario where the wolf “tags” the player even though they are on a higher level of the map
* Updated the tiles in the Library from the RTP – puzzle still isn’t accessible, but at least it’s not a sudden shocking change
* Entering Dark Cave 5 will no longer crash the game
* Replaced the rope shortcut with a door shortcut in Dark Cave 5
* Color coded shortcuts in Dark Cave 5

## Puzzle Changes

* Implemented color coded mirrors and mirror rotation animation
* Added a new color into the puzzle mix – it’s teal! I may go back to the Ice Cave at some point and incorporate it, but right now it’s not necessary, so it’s on my “hey maybe post-release?” list. It is, however, necessary for the Dark Cave.
* Continued tinkering with the wall switches – graphics have been updated to better position them on the wall; all colors can now spawn at heights of 1, 2 or 3
* Fixed switch positioning in Puzzles 40, 41, 42, 43, 44, 45, 48, 51, 52, 54, 55
* Color coded Puzzles 40, 41, 42, 43, 44 ,45, 47, 48, 51, 52, 54, 55
* Removed one of the wolves from Puzzle 44

## Misc.

* When the lantern runs out in the Dark Cave, the player is ported back to a point in the intro room closer to the exit
* More file cleanup

# Pre-Alpha 1.0.2

* Added new graphics for the ghosts Geraint, Matti, and Aonghus have been added; now all ghosts in the Ice Cave have unique sprites. This requires a new save file.
* Changed the graphic for campfires. This requires a new save file.
* Fixed a bug where Erik’s “Almost there!” gab could be immediately preempted by a random gab.
* Fixed a bug where a ghost could spawn in the middle of a puzzle in Ice Cave 5a.

# Developer’s Build 0.1.2

## General Changes

* The light around the player in the Dark Cave is now larger, to prove more visibility
* The Dark Cave necessitated a slight structural change to how Pull switches are spawned. I’ve made a pass through the Ice Cave puzzles and all relevant switches should be adjusted, but you might experience bugs going back to the Ice Cave where Pull switches are spawned. Email me if so!

## Map Changes

* Wall height changes in Dark Cave 1
* Extended the length of the ropes for the shortcuts in Dark Cave 1
* Parallaxes in all Dark Cave maps are now correctly tile locked
* Fixed tile passability issues throughout the Dark Cave
* Fixed the shortcut door in Dark Cave 1
* Replaced the broken rope shortcut in Dark Cave 2 with a door shortcut
* Made a few changes to the lightbridge shortcut in Dark Cave 2 for easier map visibility
* A pink gate no longer spawns in the top left corner of Dark Cave 2
* Fixed the barrel in the Music Torch room
* Text related to the Music Torches will properly show up above them
* The table in the Music Torch room now has correct pathing
* Entering Dark Cave 3 will now no longer crash the game

## Puzzle Changes

* Modified puzzle 33 to conform to map changes in Dark Cave 1
* Color coded puzzles 34, 35, 37
* Implemented “blue based” torches – torches which are activated by switch instead of by standing next to them are shown with a blue base instead of the typical brown one
* Puzzles now correctly spawn in Dark Cave 2
* Puzzle 36 (the dog puzzle) has been fixed: (1) switches have been moved to a place where they are accessible; (2) switches and doors are color coded; (3) torches are bluebased, and will correctly show as lit when the first switch is pulled; (4) camera movement has been added to indicate where to go on completion; (5) camera will no longer set once the puzzle is completed.
* Fixed switch height in puzzle 37, 39
* Removed two of the wolves in puzzle 39
* Activating the switch in puzzle 39 will no longer crash the game

## Misc.

* Deleted a few old maps and graphics to save a little file size
* Text for refueling your lantern now appears above the barrel instead of at the bottom of the screen
* Added a hover icon above fuel barrels

# Pre-Alpha 1.0.1

* Ghosts will no longer gab when interacting with a grave, during the dialogue where the ghost is talking to you. So, for example, you won’t see weirdness like Adojran telling you about how he died, and at the same time, doing a random gab at the top of the screen. Thanks Thom Gray for the catch on this bug!
* Grave markers, the amulet, the bottle of scotch, the bowl, and campfires all have indicator arrows like other interactable things in town. Thanks LizardEatsFlies for the suggestion!
* New sprites are in the game for Adorjan and Vid, although the remaining ghosts are still placeholder art.

# Pre-Alpha 1.0.0

## General Changes

* Versioning: If you load a save file from a version where either the first or second digit is not the same as the current build, a warning text will pop up telling you that your version is out of date, and you should start a new game. You can continue to play that save file, but you should expect plenty of bugs if you do. Honestly, you should expect plenty of bugs regardless. Shit’s in development, yo.

## Puzzle Changes

* Reset correctly resets switches when used in puzzles

## Quest Changes

* Text when picking up the watch in “Family Time” is correctly placed

## Dialogue / Cutscene Changes

* Fixed a map transition glitch after receiving “Family Time”
* Cecilia will no longer be stationary in her house after receiving “Family Time”
* Cut out a little bit of the lead time in one of the voice overs for the intro. Voice overs still have a lot of background noise, but it’s not a priority right now – will be working on it later this year!
* Dani now comments on Cecilia and Dorottya’s deaths; Dani is at the inn only if both Cecilia and Dorottya are dead AND the quest “Family Time” is neither active nor was completed with Dani repairing the watch.

## Misc.

* Typos
* Disabled “Always Kill Dorottya” which was on in the last build for testing reasons

# Prealpha 0.4.3

## Quest Changes

* Fixed several issues related to Borbalo’s inheritance of “Spirit Walk” – (1) Borbalo will not repeatedly give you the blessing, but correctly only once / day; (2) the objective to return after returning ghosts correctly references Borbalo instead of Bernadett if he’s inherited the quest; (3) Borbalo correctly completes the quest and gives the player the permanent blessing reward.
* Fixed several issues related to “Family Time” – (1) entering the room in the cave once the watched has spawned will no longer automatically teleport you out of the cave; (2) fixed various dialogue branches related to the quest; (3) Dani is no longer lost in time and space as a result of this quest; (4) Cecilia will properly direct the player to Dani if Dorottya is dead; (5) \*Cecilia won’t constantly talk about the watch when you return it to her; (6) Cecilia’s event is reset so she won’t be static after receiving the quest.
* Blessing received after the first for “Spirit Walk” will now correctly center on the player
* Returning “The Second Son” to Sandor on Day 3 will not cause Erik’s corpse to spawn

## Dialogue / Cutscene Changes

* Dorottya’s comments on Dani’s death take priority over other NPCs
* The voice work of the wonderful Tess Baines has been re-added, and now recognizes gender choice! This should complete the items re: implementing gender choice.
* Player can no longer move in cutscenes when returning “The Second Son.”

## Misc.

* “Cecilia’s House Event” has been removed from the title screen options menu