Project Checklist: Post-Beta Edition


IT WILL NOT BE PERFECT FOR THE TIME BEING

Things that are brought to my attention will be put here as I find them or think of them or hear about them... assuming anyone plays it.  LOL  Think of this page as Trello, without being Trello.  I will update this page over and over as I make adjustments.

  • Player Escape Mechanics :: 1987 is very complicated because it is bugged.  I used the "intended" formula, for now, to make it work, but I want the glitched mechanics.  (Party member 3 is truly the difficult nut to crack in this equation.)
  • Monster Attack Order :: the monsters should attack in a predictable, 1987 turn-order that is well documented. For now, it is random.

FIXES SO FAR

  • 2023/07/13 - Thief and Ninja were unable to equip rapier. Since no one ever plays Thief because they are objectively the worst character in the game, this was not discovered for two years. Thanks, Kara (https://www.twitch.tv/karavalenge).
  • 2021/05/13 - Removed "Test Weapon" from the first party member's starting inventory.
  • 2021/05/14 - Custom Game Over added - it's kind of embarrassing that I missed that.
  • 2021/05/14 - Post-Battle Reordering now works in all its bubble-sorting greatness, all 106 glitches included, as far as I can tell.
  • 2021/05/14 - All undead truly were undead.  As in, the undead (and other monsters immune to death spells) couldn't be killed by players. This is fixed.
  • 2021/05/14 - More secret things added.
  • 2021/05/15 - A new cutscene was added to a favorite part of the game.
  • 2021/05/15 - I added the appropriate magic skill gains for Knights and Ninjas.  Now, they can cast the spells that they buy.
  • 2021/05/16 - Status ailments work as they should, with all the jank included. This will require a lot of testing, but the code seems right.
  • 2021/05/16 - Status attacks (i.e., petrification from COCTRICE) now work as intended.
  • 2021/05/16 - Status spells should be fully implemented with proper algorithms now.
  • 2021/05/16 - Death protection is now implemented properly.
  • 2021/05/16 - Ice Armor and Protect Cape no longer give unintentional bonuses to Vitality.
  • 2021/05/16 - Monster skills (i.e., FROST, SCORCH, etc.) were horribly out of whack. All fixed.
  • 2021/05/17 - When you step "inside" a room on a map, it will now have a similar transition to 1987.
  • 2021/05/17 - Added some more secret stuff.
  • 2021/05/17 - Experience now spreads properly over the number of alive party members.
  • 2021/05/17 - Confused monsters now target their own with the FIRE spell, as they did back in 1987.
  • 2021/05/18 - QAKE is fixed.  It only targeted one thing, which was just a mess up on my part. I caught it working on something else.
  • 2021/05/18 - Armors have proper resistances to elements, where applicable. Weapons do not, but that is because they didn't in 1987.
  • 2021/05/18 - Enemy targeting is now 100% accurate (and with 1,000+ real-world attempts) for both physical and magical attacks.
  • 2021/05/18 - Spell levels were suffering from an off-by-one error, and not in the player's favor. This is fixed.
  • 2021/05/18 - Poison mechanics now work in and out of battle as intended.  1 HP every step, and 2 HP every turn.
  • 2021/05/18 - Elfland graves are fixed.
  • 2021/05/18 - Paralyze in battle is no longer permanent and will stop appropriately, and not just when combat is finished.
  • 2021/05/18 - Status ailments that result from attacks will no longer display multiple times. This was an easy fix to an annoying problem.
  • 2021/05/18 - Marsh Cave B1 and B2 combat backgrounds fixed.
  • 2021/05/18 - SLOW and FAST now end after combat.
  • 2021/05/18 - The skeletons on the floor in Matoya's Cave no longer trap you on them.
  • 2021/05/18 - Monster Skills that target a single party member target appropriately.
  • 2021/05/18 - Disembarking the ship onto a river before obtaining the canoe was a soft lock. This has been fixed.
  • 2021/05/18 - Fixed NPC building collision in Melmond. They would enter doorways.
  • 2021/05/18 - Fixed a serious flaw in the damage algorithm.  All attacks that connect will now do at least 1 damage.
  • 2021/05/18 - Fixed a small graphical glitch with hammer weapons.
  • 2021/05/18 - Melmond's White Magic Shop had a duplicate CUR3 spell for Red Mage/Wizard, with no LIFE option.  Fixed.
  • 2021/05/18 - Added a GP window to the shop screen so players know how much they have in stores with no shop HUD.
  • 2021/05/19 - Ice Cave B2 had a bug with a plug-in that affect many rooms.  I missed fixing this one when I fixed the rest.
  • 2021/05/19 - Altered sound effects - more to come.
  • 2021/05/19 - Fixed an incorrectly placed pit trigger in Ice Cave B2.
  • 2021/05/19 - Ice Cave stairs from B3 to B2 needed some fixing.
  • 2021/05/19 - TRANCE and TOXIC were set incorrectly, and therefore, would miss about 95% of the time.  Fixed.
  • 2021/05/19 - The Heal Staff and Heal Helmet could be used outside of battle - meaning infinite healing.  We can't have that.
  • 2021/05/19 - Turn-order is fixed - monsters no longer have automatic priority.
  • 2021/05/19 - Fixed an error involving EXIT and the Waterfall Cave.
  • 2021/05/19 - I made some changes to the Battle Log for combat usability.
  • 2021/05/19 - Fixed some code that crashed the game involve player status and elemental resistances.
  • 2021/05/19 - Graphical problems in Mirage Tower are fixed.
  • 2021/05/19 - Floating Castle and returning to Mirage Tower from Floating Castle had graphical problems.  They're fixed.
  • 2021/05/19 - LOBSTER had legacy status attacks that would activate regardless of poison resistance.  Fixed.
  • 2021/05/19 - Fixed SLOW and FAST - hopefully for good.
  • 2021/05/19 - Sea Shrine B4 and B5 had graphical problems with doors.
  • 2021/05/19 - Temple of Fiends Revisited had graphical problems in various places.  They weren't game-breaking (until B5), but they're fixed.
  • 2021/05/19 - Secret stuff.
  • 2021/05/20 - Enemy EVA is now taken into account.  This bug was only discovered when I found that the engine was using a blank variable that I tried to use to make the morale system for enemy escaping.  And, on that note...
  • 2021/05/20 - Enemy Morale is now implemented properly.  There are resistances, and when less than 80 Morale, enemies flee.  Implementing this almost broke me - not because it was difficult, but because the way I went about it broke damage temporarily until I figured out what was going on.
  • 2021/05/20 - New cutscene added to Meme Mode late-game plot.  If you stay in Meme Mode, it's unmissable.
  • 2021/05/20 - Endings are now completed.
  • 2021/05/20 - Lots, lots more secret stuff. 
  • 2021/05/21 - Game-Over screen is finally working.
  • 2021/05/21 - 1987 experience table is implemented and fully working.  An MV plug-in helped with it.
  • 2021/05/21 - HOUSE is finally fixed.  Hopefully.
  • 2021/05/21 - Evasion is implemented for characters - facilitated by RUSE, INVS, and INV2.

FIXED BUT NOT IN DOWNLOAD YET

  • Up to date.

Files

Memeal Mantasy Wun for Windows (Beta) 292 MB
May 14, 2021
Memeal Mantasy Wun for MacOS (Beta) 336 MB
May 14, 2021

Get Memeal Mantasy Wun

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