Monster Souls [v0.3.3.1][Monster Souls] — Visitcomics


v0.3.3.1

v0.2.11.1
N/A

v0.2.9.1

Hey everyone! Since the first part of Chapter 3 is still going to take a while to get ready, I’m releasing a new build to bridge the gap. This update includes a lot of smaller features and fixes to the game. The major feature is a new minigame and animation scene for the tavern. Since there has been a wide range of work done across the whole game, there may be some stuff that I forgot to list and there’s a high probability of new bugs. As always report any bugs you find and I hope you enjoy the all new tavern animation scene!
Check at the bottom of the changelog for bugfixes in 0.2.9.1.
Changelog:

  • Added a new tavern minigame that is unlocked after receiving the second mission. More characters and dialog choices will be added in the future.
  • Updated the design and visuals of the tavern.
  • Added an unlockable “back room” with a whole new animation scene with loop options.
  • Expanded the Warlock Master’s manor with an additional study room for apprentices.
  • Added the new character Sebastien to the study room. His dialog and quest line remain unfinished but will be added in a future update.
  • Changed the Ancient Aqueducts to be accessed from the location where the back alley used to be located.
  • Changed the Goblin Encampment to be accessed from the east gate of the city.
  • Added the ability to summon the slime pet in battle by using the “slime whistle” item obtained after receiving your slime or after the first time interacting with it.
  • The slime will act according to it’s evolution, with a wide variety of abilities.
  • Lyric’s bard class has been updated to include the “Forest Song” as a proof of concept although this is still work in progress and will be streamlined and polished.
  • Animation Viewer data will now be unlocked after viewing certain scenes in the game. A set of animations will be unlocked by default but now more characters can be unlocked. This data is separate from the save files.
  • The player can now attack enemies to initiate combat, attacking an enemy from behind may grant an advantage in battle.
  • Item pickups now magnet towards the player and play an effect when collected.
  • Improved hero’s radial monsterform transformation menu.
  • Experience earned after a battle is now evenly distributed among every monsterform that was used during that battle.
  • Various new items and abilities.
  • It is now possible to quit to the main menu from the game.

Bugfixes:

  • Previously looted treasure chests will no longer play their open sound effect on entering a zone.
  • The inventory list in the main character menu now scrolls with gamepad input and is also easier to scroll with the mouse wheel. These changes will be added to all lists as I get around to them.
  • The Inventory list is now sorted in a coherent order.
  • The player inventory limit was initially set to 30 items and any items acquired after that would be deleted. The limit is removed. This does not effect stack sizes.
  • Fixed some bugs with hero’s monster forms that may have lead to getting form-locked in unintentional ways.
  • Fixed hero’s alternate forms not highlighting in battle during target selection.
  • Fixed a bug where selecting a choice during dialog could instantly skip the following dialog window.
  • Fixed a bug where Ash and Lyric would not get their virginity status updated.

Bugfixes 0.2.9.1:

  • Removed the ability of the Slime King to grab the slime pet because all kinds of whacky things would occur.
  • Fixed a bug where pet accessory collectables were not initialized on new game start.
  • Removed some room transition code that may have caused issues.
  • Fixed a bug where the slime surrender scene was not unlocking slimeform.
  • Fixed improper virgin status on new game start.

Note: I include Mac and Linux versions but I cannot test or offer technical support for these versions or even confirm whether or not they still work.
Link for possible work arounds for running the game on mac: Link
Keyboard & Mouse Controls:

  • Left click to break items
  • Right click to interact
  • A,D or Arrow keys to move left and right
  • Space for Jump
  • Left Shift for Special Action(ie “Crouching” used with monster forms)
  • Left Ctrl for Dash
  • Q for character screen (Class, Equipment)
  • V for transform Menu
  • E for item quick menu (outside battle)
  • ESC for game options menu
  • F4 Skip scene, can skip through dialogue and scenes (It’s a little buggy)

Controller can be used but it might be a little buggy right now (The selection cursor may disappear, use the mouse to select something again) See the input tab when you run the game for more options

v0.2.7
UI rework

  • Added a saving and loading screen with 4 save slots. Old save files will be renamed and placed in slot 0.
  • Started the UI overhaul, added a new character menu.
  • Class screen shows ability and trait info.
  • Equipment screen show difference in damage of defense of highlighted item.
  • Added a status screen for additional character stats.
  • Added an inventory screen, early version only shows item info for now.
  • Adjusted UI scaling that should mostly work better on wider screens.
  • Added a surrender screen after being KO’d during normal battles.
  • During battle, empty command groups should be hidden until that character gains commands for that group. (Almost, I missed hero’s skill group at least).
  • Removed option to “quit dungeon” from dungeons.
  • Added support for multiple page dialogs. For now if the same character has multiple pages in a row, I’ve combined them. If it’s a new character, the page close/open will play to signify the speaker changing. Let me know how that feels.

Battle balance

  • Added a check to hero’s instant surrender command – Hero may refuse to surrender if he doesn’t feel ready.
  • After the party is KO’d the player can choose to retreat or surrender. Retreating will cost some gold but the party will be returned to the last checkpoint and heal. Surrendering will… well you know.
  • Reworked the Lustful Slime encounter, it’s still meant to be a losing battle but it’s not inevitable.
  • Hero should be able to pick up slimeform from any encounter in the Aqueducts now.
  • Added a lever to control the gates if hero manages to get stuck without a slimeform.
  • Minor adjustments to slimes attributes and turn orders.
  • Enemies will give reduced experience if hero is more than 2 levels above their level.
  • Encounters will respawn after a few minutes.
  • Reworked Mantrap and Pixie encounters – Mantraps will now be accompanied by a weaker variant of Pixie with different behavior.
  • Added a new deadly variant of Mantrap, you’ll know it when you see it. These ones aren’t meant to be fair but you can probably figure it out.
  • Enemies now have limited MP pools, they will fail to cast spells if they are out of MP.
  • Added 2 new abilities for Ash that might be related to the above.
  • Added battle announcement commands for some enemies that signify upcoming actions. More will be added over time.

Map changes

  • Added new “Upper Street” zone to the town and moved the Warlock to his new manor there. The zone is not finalized but I didn’t want the Warlock to continue living in a dark alley next to the Tavern.
  • Added a transition back to Town from the Mercenary Camp.

Misc fixes

  • Fixed bug where completing the Aqueduct a second time will advance the game to nighttime.
  • Fixed bug where arriving at the Mercenary camp at nighttime blocked you from entering the captains tent. (Double fixed! You should never arrive at nighttime again but just in case).
  • Beastform is now locked in when hero acquires it, just as with slimeform. Be aware that hero will be unable to leave the goblin encampment while locked in beastform.
  • Fixed some missing animation sound effects but there’s probably more missing, I have to go through every animation to add them.
  • The trigger for Ash’s second romance scene should be checking the correct variable now.
  • Ash’s first romance scene will no longer be repeated in hero’s bed.
  • Added scent trails that lead to Ash and Lyric during the final scene of chapter 2.

v0.2.6

  • Final zone of Chapter 2, a place of mystery and magic
  • New bonding and romance scene for Ash
  • New bonding and romance scene for Lyric
  • Lyric now uses bows instead of swords
  • Lyric will receive a class upgrade in the future, for now partially implemented.

v0.2.5
A new build is here! The main focus of this build is the new forest zones bringing along with it a new plant-based monster, the mantrap! This expands on the beginning part of chapter two before reaching the forest shrine. Hopefully making this part of the game more interesting and better paced from the time of leaving the mercenary camp to returning back to it for the night.
The storyline content still ends after defeating the Faerie Prince. The storyline content for this chapter is about 70% finished and will be released when it’s ready. I’ll talk about it a bit more in another post.
As always let me know if you encounter any bugs while playing and feel free to give any feedback you may have!

Changelog:

  • New forest zones with many hidden treasures
  • New plant type monster, the mantrap!
  • Added surrender scene for mantrap
  • Added surrender scene for pixie
  • Added game over scene for orc
  • Added second chance to get Lukka sleepover scene in the mercenary camp
  • Added hints for where to go in the beginning of chapter two
  • New equipment items for hero and Ash
  • New rare equipment item drops from some monsters
  • Adjusted levels and stats for some monsters
  • Increased the level cap for the player party to 15
  • Updated sniffing mechanic to make scent trails drift towards hero
  • Fixed missing scent clue on comic book for Buddy quest
  • Lukka will also give a small hint about this after receiving the quest

Save files from 0.2.3 should still be good but if your game won’t load it’s recommended to start a new one.

v0.2.3
The new build is here! The highlight of this build is the addition of the new monster type, the direwolves! They are a pack of intelligent beasts who have an alliance with the goblins and guard the entrances of their encampment. They are led by the Alpha Wolf who is a boss level monster. There are a couple different ways to deal with him, although don’t fret if you are not able to beat him on the first encounter, you can have a rematch somewhere else in the encampment.
Hero’s surrender command has been enabled on all normal encounters in the goblin encampment. Hero should surrender to the highest ranking remaining monster. Not all monsters have their scenes ready so if no valid monster is found it should just drop you out of battle for now.
More of the story has been adding to the beginning of Chapter Two from the part where the party enters the mercenary camp up until gaining entry into the goblin encampment. The content still ends after defeating the Faerie Prince. The storyline for this chapter should be wrapped up by the end of the year so if you waiting to see what happens after defeating the prince then keep an eye out for the upcoming builds.
As always let me know if you encounter any bugs while playing and feel free to give any feedback you may have!

Changelog:

  • Added direwolves
  • Added Alpha Wolf boss encounter
  • Added direwolf surrender scene
  • Added defend command for hero
  • Added Forest Road zone
  • Added Forest Shrine zone
  • Renamed some of Ash’s commands
  • Improved more of Ash’s battle animations
  • Enabled surrender on all encounters in goblin encampment
  • Added more encounters to goblin encampment
  • Updated some graphics for the goblin encampment
  • Adjusted slime battle scripts
  • Updated monument zone

Starting a new save file is highly recommended otherwise the progression can get messed up!

Note: I include Mac and Linux versions but I cannot test or offer technical support for these versions or even confirm whether or not they still work.

v0.2.2b
Bugfix Edit:
The download links have been updated to a new bugfix build. If you got the last one you might want to download the updated version for a better experience.

  • Fixed new party member from incorrectly colliding with ramps.
  • Changed new party member to match the level of hero and gave him starting equipment.
  • Temp fix for an issue where the game doesn’t distinguish your last checkpoint between dungeons making it very easy to skip to the last save crystal in the goblin dungeon.
  • Fixed black screen after faerie prince game over which was caused from the game sometimes not being able to find the zone of your last save point.

v0.2.1
Build 0.2.1 Goblin/Wolf Test Build
N/A

v0.6
-Slime pet was added! Feed him, pet him, dress him up and more!
-New items to discover…
-There’s some more activity in the tavern.
-Re-enabled the shop, however the UI still needs to be updated.
-Slime pet is available from the start of the game but save data from 0.4 should still be compatible.

Note: I include Mac and Linux versions but I cannot test or offer technical support for these versions. Keyboard Controls:

  • WASD or Arrow keys to move
  • Space for Jump
  • Left Shift for Special Action(ie “Crouching” used with the slime form)
  • Left Ctrl for Dash
  • Q for character screen (Class, Equipment)
  • E for item quick menu (outside battle)
  • ESC for game options menu(only quit game for now)

Debug hotkeys may cause sequence breaks and game stopping bugs, use with caution.
If you don’t want to play through the whole dungeon again to watch the scene with Ash, go into your bedroom and hit F2.
The shortcut to Lukka’s scene is F7 while in the bedroom.

  • F2 (While in the dungeon) plays a secret scene with Ash
  • F4 Skip scene, can skip through dialogue and scenes
  • F8 (While in the dungeon) Skip to final boss (hit esc and resume to unlock after using)

Controller can be used but it might be a little buggy right now (The selection cursor may disappear, use the mouse to select something again) See the input tab when you run the game for more options.

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