Version 2.0 !!!


Major Update - I did things!

This update comes reluctantly, but excitedly, as I didn't think I would work hard on it and found myself really working quite a bit on it instead. I'm excited to release this update after hours of additional work, because I think this really is substantial.

I received the help I needed for this major update from the Mystic Quest Randomizer Discord and in particular, GIGA. Giga connected with me, shared lots of documentation, and made me realize I had a lot of work to do. 

MAJOR CHANGES:

  • LOOPING MUSIC! I can't begin to tell you how excited I am about that. Thank you, Giga, for doing the entire legwork on finding looped files already. Whoever made them, please let me know. 
  • The entire battle system has been re-written from scratch, and it is now 99% accurate for EVERY attack in the game. This is also a confession: I was WAY off. Way further off than I expected. This has been a bee in my bonnet for a LONG time, and it makes me smile to no end.
  • Drastically reduced download size thanks to optimizations.
  • Every battle animation has been updated. Every. Single. One. Even attacks that did not have graphics before have graphics attached to them now.
  • Lag has been reduced by 99% in pretty much every area. This required a serious rework of some areas, and you may notice two or three squares on a map cause a moment of jitteriness, but the rest of the map should move at an unrestricted framerate.
  • Flying enemies now float in battle.
  • Tools now use the D button. A for jump, S for switching weapons, D for using weapons. They're all in a nice row, and the HUD reflects it. :)
  • Bombs, Mega Grenades, and Dragon Claw have been reworked again. They're so much more friendly now.
  • I decided to update the guts behind the scenes of most of the third-party plugins. This should mildly increase speed in some areas.
  • Experience and gold gain on the victory screen was a mess and was doubling some numbers and not others... I'm still not exactly sure what is causing it, but I've hard-coded some solutions into the engine so it all works now. It's just not as pretty when you win.
  • That sweet white fade in at the start of battles in the original is now implemented.
  • The Achievement gold star will appear from a random location and travel to a random location... Making your achievement TRULY unique! :)
  • If using the built-in cheats that make the game easier, the Achievement gold star is disabled. No cheering for you.
  • Debuffs now apply and calculate, and persist, correctly. Refreshers are actually useful, now!
  • Also, in order to get the real super final last secret, you can't be using the built-in cheats.
  • I added a few more built-in cheats.
  • I bet very few people even knew there were cheat codes.
  • If you want to have "A bad time" it's now even harder than before.
  • Giga provided better graphics for enemies on the map. They're so pretty now, with 99% less janky movement.
  • Giga also did quite a bit of bug testing and found more than I could believe - and had I imagined a lot to start with. Then I found some more. I'll list them here:
    • You used to not be able to jump over spaces that contained monsters, trees, bombables, etc.. Now you can!
    • Chests would occasionally not show their contents if you opened another chest a second before. This should be fixed.
    • Typos.
    • Cure Spell was bugged, because its formula is different. It's fixed now.
    • Refreshers wouldn't show up in the field menu, but would in combat. This has been fixed.
    • Disabled party formation swapping. It was causing glitches for reasons, and it's not a major feature.
    • Some markers appearing on the map too soon.
    • Incorrect music playing in some areas is fixed. The Ice Pyramid music was in the files, but apparently, I never implemented it.
    • Some rare soft-locks that required some uncommon movement.
    • Bombs will no longer miss, and do proper damage.
    • Flamerus Rex did not know Poison Flour. He does now.
    • The whole game now has the Cure overflow glitch coded. This also means that if, in theory, someone could do over 32,767 damage, it would heal them, but I can't think of a way that would happen.


  • Windia's interior completely broke for... reasons? I know which plugin did it, but I'm not sure why, so I had to rebuild the whole area.
  • Giga was added to credits, if that wasn't clear.


BONUS BITS:

  • I also took the time, since I was on a roll, to add another secret to the game. It doesn't add anything crazy - just a little extra story. But, it's really obscure to find, so good luck. I will tell you, though, that it adds more meaning to the most useless place in the game.
  • Implemented the rest of the developer commentary


I'm sure there'll be a few new fixes. Now to get the web version up and running correctly. After that, it's time to get back to working on Memeal Mantasy: Us, Too! I've taken a long enough break.

Files

Memeal Mantasy: Fystic Quest Remake? for Mac 711 MB
89 days ago
Memeal Mantasy: Fystic Quest Remake? for Windows 667 MB
89 days ago

Get Memeal Mantasy: Fystic Quest Remake?

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