Post-Paladin% Checklist


How could there already be updates? Well, since publishing the Paladin%, I have already done a bit more. Actually, the game did go a bit further than where it stopped, but it felt thematic to end things where I did.  Bugs will be published here and credit given to the finder (and their name added to the credits roll).

Here's a new progress checklist done in categories:

Remaining Mechanics

  • Enterprise - 0% - shouldn't be a big deal. The hook, on the other hand, might be giving me some worry.
  • Falcon - 0% - shouldn't be a big deal.
  • Big Whale - 50% - already partially implemented.
  • Black Chocobos - 100% - done, working great, happy. A little jank, but mechanically it is like the original.
  • Big Chocobo - 5% - Not quite sure what to do with this guy.
  • Dancers - 0%
  • Running - 100% - I feel the mechanics are close enough; you hold the R key to run, and gold drops at a rate of (150/256) in favor of the player for 1/4 of the total amount. I wrote this plug-in myself (with total minimal help from ChatGPT).

Maps / Events for the Next Push

  • Old Waterway & Baron Revisited
    • Maps - 100%
    • Chests - 100%
    • Dialog/Story - 95%
  • Toroia Town Maps
    • Maps - 90% - need to connect indoor/outdoor.
    • NPCs - 0%
    • Stores - 0% - These take two minutes a pop.
    • The Club - 0%
  • Toroia Castle
    • Maps - 90% - need to connect indoor/outdoor.
    • NPCs - 0%
    • Chests - 0%
    • Stores - 0% - These take two minutes a pop.
    • Dialog/Story - 0%
  • Mist Village
    • Maps - 100%
    • NPCs - 100%
    • Chestes - 100%
    • Stores - 100%
  • Agart
    • Maps - 90% - need to connect indoor/outdoor.
    • NPCs - 0%
    • Stores - 0% - These take two minutes a pop.
    • Dialog/Story - 0%
  • Silvera
    • Maps - 90% - need to connect indoor/outdoor.
    • NPCs - 0%
    • Stores - 0% - These take two minutes a pop.
    • Story - 100% - What story?
  • Cave of Magnes
    • Maps - 90% - need to connect rooms.
    • Magnetism Mechanics - 100%
    • Chests - 0%
    • Dialog/Story - 0%
  • Tower of Zot
    • Maps - 90% - need to connect rooms.
    • Chests - 0%
    • Dialog/Story - 0%

Bugs and Glitches

  • 7/13/2023 - The staircase where Rosa appears in Baron Castle warped you into the middle of some trees in Mist Village. No idea how this one occurred. (Credit: Wesley Miller)
  • 7/14/2023 - Noticed that weapons and armor that were supposed to give multiple stats were not doing so. It was a misunderstanding on how a plugin worked, and I have them all fixed and done now.
  • 7/14/2023 - Armor and Shell spells were not working. They are dummied out, but I still need them to work.
  • 7/14/2023 - While tightening up the code, I found that if players used a spell that was too weak to penetrate a monster's defense, it would heal them. I tested Ice 1 and Fire 1 on the octopus, and sure enough, it healed them. Fixed this by setting the floor damage to 1 if it was intended to hurt.
  • 7/15/2023 - Found a good description of what to do from the Free Enterprise Wiki. Wrote some code into the combat algorithm and test. Seems to be working great.
  • 7/15/2023 - Magic seemed to be working okay when reflected, but even items were getting reflected. Reworked that section with a new idea and now I really like the system. It's way easier than I was making it before.
  • 7/15/2023 - I can say, definitively, once and for all, that the Twin Spell is finally fixed and working better than ever. There was a problem where the "chanting" state would never remove from the twin who didn't cast it (or did, I can't remember). I've redone it, and I am unbelievably happy with how clean it is now.  EDIT: See below on 7/21/2023.
  • 7/16/2023 - Occasionally, somehow, something would hit Kain while he was jumping. This clued me into the fact that if an enemy used an attack on the whole party, it would definitely hit Kain in the air. No longer the case thanks to a simple plugin that removes him from the targeting scope of pretty much everything (thanks ATT_Turan).
  • 7/16/2023 - Because of plug-in problems, the ability to attack your own party has been disabled. It was necessary to get Cecil's Cover ability to behave correctly. A small sacrifice. Magic is still able to focus on both the party and the enemy. This only affects the Fight command. This should, as a byproduct, also fix the issue of characters sometimes attacking thin air.
  • 7/16/2023 - Confirming that I have character magic, dummied spells, skills, dummied skills, summons, and dummied summon finished. Also, weapon and armor shops now show you stat changes during weapon and armor shops.
  • 7/17/2023 - Fixed an almost certainly (but potential) game-breaking bug. Certain spells, if the game determined their spell multiplier was 0, would loop indefinitely during the combat algorithm and essentially lock the game for good. I noticed it with the needle counter of Sword Rats and Needler, and it would occasionally happen during Antlion (which made me think it was resources or overheating or something for about an hour), but that it would happen with Milon casting Lit1 made me realize it had to be the algorithm because everyone else could cast Lit1 without a problem. This one took me a while to figure out, but I fixed it and am actually pushing this patch ASAP.
  • 7/17/2023 - All characters are no longer Cecil! That was lazy on my part. So, I wrote a quick script that, as long as I remember to add it to the beginning of a cutscene, Cecil will be placed at the front of the party. This is still lazier than the optimal solution, but this is a much easier solution. Besides... if Cecil is in spot one, he gets the bonus (that is a thing in the algorithm).
  • 7/19/2023 - I submitted a bug report for party members hitting thin air when targeting a monster during their animation. And, thanks to a plug-in update, the target misfiring of sometimes hitting thin air has been resolved.
  • 7/20/2023 - Well, this part is embarrassing. Monster level was not attached to the monsters thanks to a coding error on my part. This was a quick fix. I'm glad I figured it out soon enough.
  • 7/21/2023 - Twin has caused me more grief than I know what to do with... however, I think I have it now. I cannot wait to be rock solid sure on this one. I realized I needed to fix it again during the Kainazzo fight.
  • 4/22/2024 - Holding a button to run is implemented and it works with fairly close to accurate support! I'm super-happy about it. If it released like this, I would be happy, but there are still some things that can be fixed to make it more accurate.

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