Steve RPG 2.1.3 is out now! Gonna finally start posting these changelogs here, too. Read it below!


- The entrance puzzle to the lab has been made more clear, being more graphics dependant like the fire puzzle... speaking of which,

- The fire puzzle in the lab has been made more clear, showing a fire graphic for the fires that will be changed (replacing the Os) and an empty space will appear instead of an X, indicating the flames it will not change.

- The rocks in the rock puzzle in the lab no longer cause you to stand still in place when moving the rock, so you can move them slightly faster. Some movements are buffered though unfortunately.

- A graphic in the true void will show you how many diamonds you have out of how many diamonds you need, and it will also show you how many diamong gear items you have made out of how many you need.

- The event for Herobrine teleporting you out of the true void now plays automatically on his boss defeat.

- Finishing Herobrine's fight no longer crashes. God, I thought I fixed that bug already...

- Made the opacity of the craft and diamond graphics lower to 0% when the menu is open, and back to 255% when the menu is closed.

- Buffed/nerfed, depending on your view of it, the RARE STEVE EVENT so it scales depending on the villages you have defeated. No villages defeated gives 2,000 emeralds, 1st village defeated gives 4,000 emeralds, 2nd village defeated gives 6,000 emeralds, 3rd village defeated gives 9,000 emeralds, 4th defeated gives 15,000 emeralds and 5th defeated gives 30,000 emeralds.

- RARE STEVE EVENT also now depends on the same Z button press method I used in the bug fix for checking your emerald and playtime amount, so you no longer accidentally press any menu buttons when interacting with these things as well.

- Renamed the "Total Saves: " text to "Save Count: " in the custom save script.

- Renamed "Total Emeralds: " to "$$$: " in the custom save script.

- Renamed all instances of E to Emerald. Specifically instances that use the default editable RPG Maker "Currency Unit" under the system tab in the database.

- Added a text box and sound effect that plays when leaving Steve's house for the first time that repeats the same disclaimer I made on my itch.io page and my game jolt page. This one, to be exact: "STEVE RPG IS NOT AFFILIATED WITH MICROSOFT OR MOJANG. THIS GAME WILL BE COMPLETELY FREE TO ACCOMMODATE FOR THAT. IF YOU HAD TO PAY FOR IT AT ANY POINT, YOU GOT SCAMMED."

- Lowered the agility of Endermen, so you can have a better chance of escaping from them (man I hate that RPG Maker's escape function depends on your agility). Their agility is now 72 when it used to be 999. Enderman Alpha has been lowered to 128 though that does not matter in this case.

- Added 3 new splash texts to the game, being "Muneh, muneh, muneh, MOOON-AY!!", "Officially endorsed by the Super Gorilla Quest guy!" and "UNYIELDING RAGE!!"

- ...Ugh, FINE, I GUESS I'll fix Purble Drank's opening cutscene. This has been broken for 2 and a half years.

- Made every single interactable object in a house now react appropriately and dynamically to your actions (Except for Village 6 and 7). Refer to Changes in Detail below.

- FINALLY fixed a weird texture, specifically the 2x2 shelf with random objects on it.

- Updated the HOUSE RAID/borrow TIP texts.

- Changed Christian's Bass' attack animation to be much shorter.

- Added a state to apply to an enemy when Christian's Bass attacks them, being Lovesick. It has a 10% chance of triggering and it does 3% over time. It also causes the affected enemy to attack anyone, including their team of themself. It lasts for 4-5 turns.

- Fixed Village 1's theme not playing correctly if you exited the village then re-entered it and were using the Remake soundtrack.

- Added new dialogue if you interact with Village 4's "sink" but you haven't interacted with any of the other sinks.

- Village 2's church now has better seating orientation.

- The amount of times needed to interact with the golden carrot tile in Village 2 House 1 has been decreased by 2.

- Log XXII (22) can now be read. I also thought I fixed that.

- Made demakes of Justice Has No Heroes, Starstruck and Onslaught! These also play if you choose not to play with the remake soundtrack. I am undecided on if I will do a demake of Finality. Supposed Hero and Demolitionist will not be getting demakes as they are already primarily composed (pun intended) of soundfonts.

--- Changes in Detail ---

- Furnaces now look like they are cooking something, and after you take the item, they look like their current/off sprite.

- Sinks now have visible fur inside them, and the fur disappears after you interact with the sink.

- The bottom half of dressers, bookshelves, etc. are now taken off completely when you steal their items.

- The more industrial-looking furnaces now have an iron ingot sitting inside of them until you interact with them.

- The mini tables in Village 2 House 3 have also been "fixed". When you take their items, they now disappear. Technically that was the intended behavior, being in the game for about 3 and a half years now. I just didn't want to learn how to do this back then, but in reality it was... super simple.

- The appearance of diamond ore and armor deposits have been altered to be a tile shorter and look more like crystals. Diamond crystal deposits now turn to shards after interacting with them, and the diamond armor deposits now turn to dust after interacting with them.

- The pots in the houses of Village 4 now have a cover on them, and when you interact with them that cover is taken off.

- There are probably more that I'm not remembering. Report to me on any objects that I may have forgotten to apply this to, please!

Files

Steve RPG rb2.1.3.zip 379 MB
37 days ago

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