v1.1.1 is now out!


Hello everyone! Today I would like to finally release Noel and the Tower of Doom v1.1.1. This update fixes an overwhelming majority of the bugs found in earlier versions of the game. However, it doesn't fix ALL the bugs, and some issues still exist. That's why I'm calling this update v1.1.1 and not v1.2, as the game is still not bug free and therefore doesn't deserve to have a new major update marker on it. Currently, up to Floor 52/60 is 100% playable, and it's very possible that the entire main story is playable up through the normal final boss is too, though this hasn't been tested yet. The bonus dungeon and the secret bosses have not yet been thoroughly tested so it's unknown if they're playabe yet and are almost certainly not bug free. Anyway this update fixes A LOT of bugs and issues with this game, so let's go over them, shall we?


Changes

-Boss HP has been drastically reduced.

-The levels of enemies and bosses starting from the 3rd area onwards have been completely rebalanced. Previously, their levels were way too high and they gave too much EXP, but not enough EXP to compensate for the level difference.

-Changed the iconset to more closely resemble the iconset in future KrimsonKatt games.

-Rebalanced AP cost.

-Raised the amount of turns certain divine arts like Arcane Wisdom, Divine Expansion, and Dark Diffusion last from 3 turns to 5 turns. This is in order to raise the pontential for combo strategies since divine arts could not be boosted.

-Elrestore and other status healing moves like healing dance and chakra now removes reverse and doom as intended.

-Enhaste now buffs SPD/DEX alongside making an ally go first.

-Decellerate now debuffs SPD/DEX alongside making an enemy go last.

-Poison has been nerfed to only do set damage every turn to bosses instead of MHP%.


Bugfixes

-Bug involving transferring from Floor 23 to Floor 24 has been fixed.

-The placement of some of the laser tiles on floor 28 has been fixed.

-Angelica has been massively rebalanced.

-Many spelling errors fixed.

-The third Zed cutscene now plays properly.

-Obtaining Secret Report III now plays a sound effect.

-Secret Reports are now fully readable through the menu by selecting them as items.

-Obtaining Secret Report IV now plays a sound effect.

-The 4th and final Zed cutscene now actually plays rather than soft locking the game.

-Going into the lab no longer makes the screen inhumanly dark.

-The lab no longer has slide tiles.

-Fixed the descriptions of certain skills.

-Fixed softlock on floor 53 with the boat.

-The angler eye superboss no long requires 5 minutes of waiting around. Now he only requires 30 seconds of waiting around to appear. Motormouth requires 2 minutes.


Known Issues

-Conditional instant kills still need to be fixed. Currently, they don't work at all, and I have no idea how to fix them.

-The fires on top of the pillars in the Nevi Storehouse are still underneath the sprite. How do I make event sprites go over the tilesets in MV?

-Wild's bonus turn mechanic doesn't work, but honestly it's for the better because otherwise he would be OP.

-Going diagonally breaks the slide puzzles. No idea how to fix this without patching yanfly's plugins myself. (not able to and it's against TOS)

-Certain sprites are visible in Dormina when they're not supported to initially.

-The Child's background transition and "dynamic" music is currently very jank.

-The bad endings for the superbosses may not work and may cause an infinite loop forcing a soft reset.

v1.2 will be out god knows when. But probably before the end of this year at least, though most of my efforts are currently spent on developing Chronicles Meteorfall, so we'll see. Happy gaming everyone!

Files

Noel and the Tower of Doom v1.1.1.zip 321 MB
89 days ago

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