Eternal Dreamers | Free Battle RPG | 91% Positive on Steam

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Started by Biestmann 403 posts Page 15 of 21 View original ↗
  1. I haven't had a chance to play your game in a while(to be honest I only ever got the chance to beat the first forest level but I'll play it further next time). If you want I could play your latest version when you release it and give my thoughts on it like I did last time. However I won't be able to give you any feedback until early January.
  2. 'Never change who you are just to appease others.' - soul of the forest, Faeris

    T0S2ahs.png

    The final member of our eight heroes and the most gentle. Faeris always followed their own heart, believing that happiness must come from within. I cannot wait to see the finished artwork! So long!

    alcreator440 said:
    I haven't had a chance to play your game in a while(to be honest I only ever got the chance to beat the first forest level but I'll play it further next time). If you want I could play your latest version when you release it and give my thoughts on it like I did last time. However I won't be able to give you any feedback until early January.

    Of course, I would really value your opinion on the new version. I will make time to play the upcoming demo of your game as well.
  3. update-content.png
    This Christmas eve’s patch is a big thank you for all the attention you have been giving Eternal Dreamers throughout this year of development and my gift to you for a merry Christmas! I want to sincerely thank you for sticking with me for so long and for all the advice, feedback and suggestions I have received, all of which have helped improve the game time and time again! And today’s update, of course, is no different! I hope you will enjoy it! Development of Eternal Dreamers is close to complete, but we’re not there just yet!

    Presenting the game’s largest patch notes to date, I am going to let them speak for themselves this time around. Please take note of the Christmas campaign that will be active for this new release and be sure to claim your goodies!

    Changes as well as bug fixes can be found in the patch notes below:

    campaigns.png

    merrychristmas.png

    battle-system.png
    • Updated the battle UI and increased its functionality
    • Updated the battle transition animation
    • Boss-type enemies have special entrance animations
    areas.png
    • All combat areas and quest types will play unique music tracks
    • A casino attendant will block the entrance to the casino until the feature is unlocked
    • Mildly adjusted appearance of the garden, casino and shelter areas
      • Changed the positioning of Anna in the garden area
    casino.png
    • Changed the price of the roulette minigame on all four levels
      • Level 1: 10x -> 2x Play Token
      • Level 2: 50x -> 10x Play Token
      • Level 3: 100x -> 25x Play Token
      • Level 4: 500x -> 100x Play Token
    • Updated the musician with the new music tracks added to the game
      • New area music tracks will be added to his selection upon unlocking the respective area
    items.png
    • Currency is its own item category and owned quantities no longer displayed in the menu screen
    • Changed the effect of the item Reviver
      • Before: Removes Knockout status and recovers 100% HP
      • After: Removes Knockout status and recovers 100% HP and AP
    • Changed the effect of the item Attack Boost
      • Before: Boosts ATK and MTK for 2 turns
      • After: Boosts ATK and MTK of all allies for 2 turns
    • Changed the effect of the item Defense Boost
      • Before: Boosts DEF and MDF for 2 turns
      • After: Boosts DEF and MDF of all allies for 2 turns
    • Added one playtester-designed weapon to the Infection Fragment exchange shop:
      • MAELSTROM:
        Its whirling blade seems to draw in foes. (11 stars, chainsword)
        • 10x Infection Fragments
    • Changed the weapon class of the playtester-designed weapon 兵流吉
      • Before: Katana
      • After: Dagger
    classes.png

    General
    • Changed the effect of the combat action Focus
      • Before: User recovers 1-3 AP
      • After: User recovers 2-4 AP; may cause AP Surge (5% rate)
    Hero
    • Flame Ball cannot target enemies already set Ablaze
    • The cost, damage calculation and effect of Flame Ball has changed
      • Before: 4AP; Recover 1-3AP, slight chance to inflict Ablaze on the target and gain 1 charge level; no damage
      • After: 2AP; Inflict Ablaze on the target and gain 1 charge level; 1/1.5/2/2.5/3% max HP damage based on the target
    • The cost of Multislash has changed
      • Before: 7AP
      • After: 6AP
    • Reduced the cost of the gauge ability Limit Break
      • Before: 5 gauge bar segments
      • After: 4 gauge bar segments
    Elementalist
    • Removed the Elementalist class from the game
      • Over the course of the update cycle, other classes received reworks and additional abilities. As for the Elementalist, I remained uninspired on how to create a class with a clear purpose and a fun playstyle. The Elementalist may be effective, but ultimately plays plainly. Therefore, I decided to remove the class from the game altogether. I apologize for the inconvenience and those fond of the class and Ende, who was spared from the dream in the end.
    Blood Driver
    • Increased the physical attack value of the Blood Driver at any level by roughly 31%
    • Renamed Bloody Ensemble -> Blood Echo
    • Changed the cost of the gauge ability Blood Echo
      • Before: 6 gauge bar segments
      • After: 4 gauge bar segments
    • Added a second gauge ability to the Blood Driver: Cellular Scream
      • Cellular Scream: 0 gauge bar segments; Sacrifice 50% of the user’s HP to inflict heavy damage on the enemy rows.
    • Bloody Harvest no longer has a zoom effect
    Leader
    • Reduced the cost and effect of Glory Strike
      • Before: 4AP; 2 additional gauge bar segments generated
      • After: 3AP; 1.5 additional gauge bar segments generated
    • The gauge ability Tactical Retreat will not generate gauge bar segments
    • Changed the availability, scope and effect of the gauge ability Tactical Retreat
      • Before: Can be used while charge level 1 or 2; can be used on a character of any charge level; the target recovers 50% of their AP
      • After: Can be used on any charge level; can be used on characters of charge level 1 or 2; the target recovers 5AP
    Assassin
    • Increased the odds of applying Poisoned to enemies upon the use of Poison Slash
      • Before: 50/55/X/X/X%
      • After: 75/80/X/X/X%
    Manipulator
    • The cost, casting time and damage calculation of Bind Hold has changed
      • Before: 3AP; instant; no damage
      • After: 4AP; takes up turn; regular damage
    • Changed the hue and shortened the duration of Polarizer’s animation
    Hunter
    • Renamed the Ranger class to Hunter
    • The hit rate and damage calculations of Crippling Round, Flame Round, Ice Round and Shock Round have changed
      • Before: Guaranteed hit; no damage
      • After: Physical attack; minor neutral/fire/ice/lightning damage
    • Ice Round and Shock Round no longer cast instantly
    Illuminon
    • Changed the availability of the ability Cure
      • Before: Orange ability
      • After: White ability
    Practitioner
    • Reduced the cost of all of the Practitioner’s abilities by 1AP
    • Updated the description of Waste and Devour to include their charge level reduction effect
    • Resurrection now is an orange-grade ability of the Practitioner and its cost has changed
      • Before: 8 gauge bar segments
      • After: 4AP
    • Soul Drain now is the gauge ability of the Practitioner and its cost has changed
      • Before: 4AP
      • After: 5 gauge bar segments
    • Discourage and Fear increase the caster’s charge level by 1
    enemies.png
    • Slime-type enemies will recover HP every turn
      • Boss-type slimes will recover less HP than regular slimes
    • Removed superfluous attack from Entropia’s ability set
    status-effects.png
    • Added new status effect: AP Surge
      • AP Surge: (3 turns) Overflowing energy allows limitless ability usage.
      • This status effect will randomly be triggered upon the use of the Focus combat action at a rate of 5%
    • The Frozen and Stunned status effects both allow for action input, however, the action will not be executed. The purpose of this change is to allow players to weigh combat actions despite the character’s inability to act
    • Upon expiration or attack removal of Frozen, an ice break animation will play
    • Changed the effect of Counter
      • Before: Counter up to 2 physical attacks per turn
      • After: Counter up to 1 physical attack per turn
    • Changed the effect of Reaper Drive
      • Before: -10% AP Regeneration & increased aggro rate & cause recoil damage
      • After: Attract all physical single-target attacks & cause recoil damage
      • Changed the icons of Standby Drive and Reaper Drive to better reflect the latter’s purpose
    • Changed the effect of Shadow Cloak
      • Before: Evasion rate increased by 50% until suffering damage
      • After: Evasion rate increased by 50% & AP regeneration per turn increased by 10% until suffering damage
    • Changed the effect of Smoke Bomb
      • Before: Hit rate decreased by 25%
      • After: Hit rate decreased by 50%
    • Changed the duration and effect of Soul Drain
      • Before: (5 turns) Lose HP according to 5% max HP of the inflictor per turn & recovers the same amount on the inflictor
      • After: (Indefinitely) Lose HP according to 20% max HP of the inflictor per turn & recovers the same amount on the inflictor
    • HP Regeneration is categorized as a set of passive states varying in the amount recovered per turn
    characters.png
    • News reporter Lucy was replaced by A.I. news reporter ShirA.I.
      • ShirA.I.’s news reports will play automatically upon starting a new game and whenever a new area is unlocked
      • Additional artwork of ShirA.I. has been implemented
    • Updated face bust of Marlon in- and outside of battle
    • Updated face bust of Natsume in- and outside of battle
    • Updated face bust of Faeris in- and outside of battle
      • Updated the overworld and combat sprite of Faeris
    • Adjusted face busts of all characters to be left-facing
    • Partially updated character dialogue
    system.png
    • Added various new music tracks to the game
    • Battle themes will play immediately
    • Updated the appearance of the party menu screen
    • Updated Manual
    • Updated Credits
    • Improved image loading
    bug-fixes.png
    • The Knockout status prevents being targetable by items and abilities again, those that revive excluded
    • Upon removal of the Frozen state, actors will now be able to move again on the same turn as is intended
    • Counter blocks up to 1 time per turn rather than an infinite amount, and does not prevent charge level reduction anymore
    • Bleeding will prevent HP regeneration effects
    • Blood Echo will recover the correct amount of HP
    • Smoke Bomb will play its animation only once
    • The turn order icon will show the updated sprite upon an enemy’s transformation
    • The match up game in the casino will show the correct amount of Play Tokens owned while talking to its attendant
    known-issues.png
    • Items shown to drop from enemies might not show in the battle results screen
    • Slot machine win box indicators are slightly misplaced
    future-plans.png
    • Nightmare Difficulty (Implementation Phase)

    Thank you for your support and have a merry Christmas! Download the new version here!
  4. Can't wait to try this one out, as it looks soooo good!
  5. Biestmann said:
    update-content.png
    This Christmas eve’s patch is a big thank you for all the attention you have been giving Eternal Dreamers throughout this year of development and my gift to you for a merry Christmas! I want to sincerely thank you for sticking with me for so long and for all the advice, feedback and suggestions I have received, all of which have helped improve the game time and time again! And today’s update, of course, is no different! I hope you will enjoy it! Development of Eternal Dreamers is close to complete, but we’re not there just yet!

    Presenting the game’s largest patch notes to date, I am going to let them speak for themselves this time around. Please take note of the Christmas campaign that will be active for this new release and be sure to claim your goodies!

    Changes as well as bug fixes can be found in the patch notes below:

    campaigns.png

    merrychristmas.png

    battle-system.png
    • Updated the battle UI and increased its functionality
    • Updated the battle transition animation
    • Boss-type enemies have special entrance animations
    areas.png
    • All combat areas and quest types will play unique music tracks
    • A casino attendant will block the entrance to the casino until the feature is unlocked
    • Mildly adjusted appearance of the garden, casino and shelter areas
      • Changed the positioning of Anna in the garden area
    casino.png
    • Changed the price of the roulette minigame on all four levels
      • Level 1: 10x -> 2x Play Token
      • Level 2: 50x -> 10x Play Token
      • Level 3: 100x -> 25x Play Token
      • Level 4: 500x -> 100x Play Token
    • Updated the musician with the new music tracks added to the game
      • New area music tracks will be added to his selection upon unlocking the respective area
    items.png
    • Currency is its own item category and owned quantities no longer displayed in the menu screen
    • Changed the effect of the item Reviver
      • Before: Removes Knockout status and recovers 100% HP
      • After: Removes Knockout status and recovers 100% HP and AP
    • Changed the effect of the item Attack Boost
      • Before: Boosts ATK and MTK for 2 turns
      • After: Boosts ATK and MTK of all allies for 2 turns
    • Changed the effect of the item Defense Boost
      • Before: Boosts DEF and MDF for 2 turns
      • After: Boosts DEF and MDF of all allies for 2 turns
    • Added one playtester-designed weapon to the Infection Fragment exchange shop:
      • MAELSTROM:
        Its whirling blade seems to draw in foes. (11 stars, chainsword)
        • 10x Infection Fragments
    • Changed the weapon class of the playtester-designed weapon 兵流吉
      • Before: Katana
      • After: Dagger
    classes.png

    General
    • Changed the effect of the combat action Focus
      • Before: User recovers 1-3 AP
      • After: User recovers 2-4 AP; may cause AP Surge (5% rate)
    Hero
    • Flame Ball cannot target enemies already set Ablaze
    • The cost, damage calculation and effect of Flame Ball has changed
      • Before: 4AP; Recover 1-3AP, slight chance to inflict Ablaze on the target and gain 1 charge level; no damage
      • After: 2AP; Inflict Ablaze on the target and gain 1 charge level; 1/1.5/2/2.5/3% max HP damage based on the target
    • The cost of Multislash has changed
      • Before: 7AP
      • After: 6AP
    • Reduced the cost of the gauge ability Limit Break
      • Before: 5 gauge bar segments
      • After: 4 gauge bar segments
    Elementalist
    • Removed the Elementalist class from the game
      • Over the course of the update cycle, other classes received reworks and additional abilities. As for the Elementalist, I remained uninspired on how to create a class with a clear purpose and a fun playstyle. The Elementalist may be effective, but ultimately plays plainly. Therefore, I decided to remove the class from the game altogether. I apologize for the inconvenience and those fond of the class and Ende, who was spared from the dream in the end.
    Blood Driver
    • Increased the physical attack value of the Blood Driver at any level by roughly 31%
    • Renamed Bloody Ensemble -> Blood Echo
    • Changed the cost of the gauge ability Blood Echo
      • Before: 6 gauge bar segments
      • After: 4 gauge bar segments
    • Added a second gauge ability to the Blood Driver: Cellular Scream
      • Cellular Scream: 0 gauge bar segments; Sacrifice 50% of the user’s HP to inflict heavy damage on the enemy rows.
    • Bloody Harvest no longer has a zoom effect
    Leader
    • Reduced the cost and effect of Glory Strike
      • Before: 4AP; 2 additional gauge bar segments generated
      • After: 3AP; 1.5 additional gauge bar segments generated
    • The gauge ability Tactical Retreat will not generate gauge bar segments
    • Changed the availability, scope and effect of the gauge ability Tactical Retreat
      • Before: Can be used while charge level 1 or 2; can be used on a character of any charge level; the target recovers 50% of their AP
      • After: Can be used on any charge level; can be used on characters of charge level 1 or 2; the target recovers 5AP
    Assassin
    • Increased the odds of applying Poisoned to enemies upon the use of Poison Slash
      • Before: 50/55/X/X/X%
      • After: 75/80/X/X/X%
    Manipulator
    • The cost, casting time and damage calculation of Bind Hold has changed
      • Before: 3AP; instant; no damage
      • After: 4AP; takes up turn; regular damage
    • Changed the hue and shortened the duration of Polarizer’s animation
    Hunter
    • Renamed the Ranger class to Hunter
    • The hit rate and damage calculations of Crippling Round, Flame Round, Ice Round and Shock Round have changed
      • Before: Guaranteed hit; no damage
      • After: Physical attack; minor neutral/fire/ice/lightning damage
    • Ice Round and Shock Round no longer cast instantly
    Illuminon
    • Changed the availability of the ability Cure
      • Before: Orange ability
      • After: White ability
    Practitioner
    • Reduced the cost of all of the Practitioner’s abilities by 1AP
    • Updated the description of Waste and Devour to include their charge level reduction effect
    • Resurrection now is an orange-grade ability of the Practitioner and its cost has changed
      • Before: 8 gauge bar segments
      • After: 4AP
    • Soul Drain now is the gauge ability of the Practitioner and its cost has changed
      • Before: 4AP
      • After: 5 gauge bar segments
    • Discourage and Fear increase the caster’s charge level by 1
    enemies.png
    • Slime-type enemies will recover HP every turn
      • Boss-type slimes will recover less HP than regular slimes
    • Removed superfluous attack from Entropia’s ability set
    status-effects.png
    • Added new status effect: AP Surge
      • AP Surge: (3 turns) Overflowing energy allows limitless ability usage.
      • This status effect will randomly be triggered upon the use of the Focus combat action at a rate of 5%
    • The Frozen and Stunned status effects both allow for action input, however, the action will not be executed. The purpose of this change is to allow players to weigh combat actions despite the character’s inability to act
    • Upon expiration or attack removal of Frozen, an ice break animation will play
    • Changed the effect of Counter
      • Before: Counter up to 2 physical attacks per turn
      • After: Counter up to 1 physical attack per turn
    • Changed the effect of Reaper Drive
      • Before: -10% AP Regeneration & increased aggro rate & cause recoil damage
      • After: Attract all physical single-target attacks & cause recoil damage
      • Changed the icons of Standby Drive and Reaper Drive to better reflect the latter’s purpose
    • Changed the effect of Shadow Cloak
      • Before: Evasion rate increased by 50% until suffering damage
      • After: Evasion rate increased by 50% & AP regeneration per turn increased by 10% until suffering damage
    • Changed the effect of Smoke Bomb
      • Before: Hit rate decreased by 25%
      • After: Hit rate decreased by 50%
    • Changed the duration and effect of Soul Drain
      • Before: (5 turns) Lose HP according to 5% max HP of the inflictor per turn & recovers the same amount on the inflictor
      • After: (Indefinitely) Lose HP according to 20% max HP of the inflictor per turn & recovers the same amount on the inflictor
    • HP Regeneration is categorized as a set of passive states varying in the amount recovered per turn
    characters.png
    • News reporter Lucy was replaced by A.I. news reporter ShirA.I.
      • ShirA.I.’s news reports will play automatically upon starting a new game and whenever a new area is unlocked
      • Additional artwork of ShirA.I. has been implemented
    • Updated face bust of Marlon in- and outside of battle
    • Updated face bust of Natsume in- and outside of battle
    • Adjusted face busts of all characters to be left-facing
    • Updated the overworld and combat sprite of Faeris
    • Partially updated character dialogue
    system.png
    • Added various new music tracks to the game
    • Battle themes will play immediately
    • Updated the appearance of the party menu screen
    • Updated Manual
    • Updated Credits
    • Improved image loading
    bug-fixes.png
    • The Knockout status prevents being targetable by items and abilities again, those that revive excluded
    • Upon removal of the Frozen state, actors will now be able to move again on the same turn as is intended
    • Counter blocks up to 1 time per turn rather than an infinite amount, and does not prevent charge level reduction anymore
    • Bleeding will prevent HP regeneration effects
    • Blood Echo will recover the correct amount of HP
    • Smoke Bomb will play its animation only once
    • The turn order icon will show the updated sprite upon an enemy’s transformation
    • The match up game in the casino will show the correct amount of Play Tokens owned while talking to its attendant
    known-issues.png
    • Items shown to drop from enemies might not show in the battle results screen
    • Slot machine win box indicators are slightly misplaced
    future-plans.png
    • Nightmare Difficulty (Implementation Phase)

    Thank you for your support and have a merry Christmas! Download the new version here!

    Incredible! I will definitely play this version- unfortunately I'm rather busy right now, but I will mark my calendar! With all the buffs to the party, I'm sure I can complete it this time. :)
  6. "I see you for who you are. The masks that people wear don't work on me."
    -Innocence of the Forest, Faeris-


    WnoLfmh.png

    Cend said:
    Can't wait to try this one out, as it looks soooo good!
    MechScapeZH said:
    Incredible! I will definitely play this version- unfortunately I'm rather busy right now, but I will mark my calendar! With all the buffs to the party, I'm sure I can complete it this time. :)

    Thank you both very much! Whereas I wanted to present a timely Christmas gift to everyone, my artist decided to one-up me by presenting to me the finished artwork of the final of our party members, Faeris, hours after I made this new version public. So I put in an extra hour just now to include the artwork and to reupload the demo.

    I apologize for the inconvenience! Anyone that already downloaded the new version, feel free to message me for the updated files for the character. As for everyone else: the game is available for download again now!
  7. Biestmann said:
    "I see you for who you are. The masks that people wear don't work on me."
    -Innocence of the Forest, Faeris-


    WnoLfmh.png




    Thank you both very much! Whereas I wanted to present a timely Christmas gift to everyone, my artist decided to one-up me by presenting to me the finished artwork of the final of our party members, Faeris, hours after I made this new version public. So I put in an extra hour just now to include the artwork and to reupload the demo.

    I apologize for the inconvenience! Anyone that already downloaded the new version, feel free to message me for the updated files for the character. As for everyone else: the game is available for download again now!

    Looks great! This is the healer, correct?

    So all of the party members have artwork now? Great!
  8. MechScapeZH said:
    Looks great! This is the healer, correct?

    So all of the party members have artwork now? Great!

    Yep, Faeris is our Illuminon, or healer. With their artwork in the game, every playable character now has one.

    k8Ll2H5.png

    Love 'em!
  9. Oh sweeet! Excited to play this update, it all sounds great:kaojoy:
  10. Biestmann said:
    Yep, Faeris is our Illuminon, or healer. With their artwork in the game, every playable character now has one.

    k8Ll2H5.png

    Love 'em!

    These portraits are exquisite, especially lined up like this- you can see each character's personality so clearly. Your cast is your greatest strength, @Biestmann.
  11. Mimironi said:
    Oh sweeet! Excited to play this update, it all sounds great:kaojoy:

    You should! I have been eager for your feedback!

    MechScapeZH said:
    These portraits are exquisite, especially lined up like this- you can see each character's personality so clearly. Your cast is your greatest strength, @Biestmann.

    While I love their archetypes and designs, my cast remains very underdeveloped overall. I don't mean that in a bad way; this simply isn't a character-driven RPG. In the end, I'd like to think the combat system to be the game's centerpiece.
  12. Biestmann said:
    You should! I have been eager for your feedback!



    While I love their archetypes and designs, my cast remains very underdeveloped overall. I don't mean that in a bad way; this simply isn't a character-driven RPG. In the end, I'd like to think the combat system to be the game's centerpiece.

    ...Well, that is true, academically speaking. However, they each have distinct personalities and "energies-" you'd never confuse one character's line for another's. I think this is more important than developing characters in a sense: many famous characters (King Arthur, Captain Ahab...) are actually very static- but their personalities, despite being unchanging throughout the story, are larger-than-life and shine through every word of the work. I think that's what you've created.
  13. @MechScapeZH You praise me too much! :kaoblush:
  14. Biestmann said:
    @MechScapeZH You praise me too much! :kaoblush:

    Nah. :) If I didn't think so, I wouldn't say it. I don't praise just for the sake of praising. That's my philosophy- I don't say anything I don't mean. Otherwise, what is my word worth?

    Your characters carry unique "energies-" that's why they're entertaining despite being static. This isn't something that you can capture by following "how-to-write" tutorials & such.
  15. For the start of the new decade, I will be rebranding my one-man developing army from Heaven's Height into Studio Biest. I have been using the former name for a while now, and never felt quite satisfied with it. This new one is much more reflective of myself (it's in the name!) and has a more elegant ring to it. I have updated my official channels with the new name already and will the game in the coming days. I hope to receive some additional feedback on the game itself until then, but we'll see.
  16. Biestmann said:
    For the start of the new decade, I will be rebranding my one-man developing army from Heaven's Height into Studio Biest. I have been using the former name for a while now, and never felt quite satisfied with it. This new one is much more reflective of myself (it's in the name!) and has a more elegant ring to it. I have updated my official channels with the new name already and will the game in the coming days. I hope to receive some additional feedback on the game itself until then, but we'll see.
    That's actually a cool name man.
  17. I was gonna make a list of things I found noteworthy about the game, but I should drop this right quick, since it's pretty urgent:
    When I use the skill books gained from battle or in the shop, the new skills don't actually show up in the menu or in battle. Basically, I've been stuck with everyone's default skills :rswt
  18. Mimironi said:
    I was gonna make a list of things I found noteworthy about the game, but I should drop this right quick, since it's pretty urgent:
    When I use the skill books gained from battle or in the shop, the new skills don't actually show up in the menu or in battle. Basically, I've been stuck with everyone's default skills :rswt

    Yikes. I just confirmed the presence of this bug myself. That is very grave indeed. Thank you so much for letting me know. I advice you stop playing for now, it can hardly be fun like this. That's not the kind of present I wanted to deliver for Christmas! Interestingly enough, the bug does not occur in the playtest option of the engine, but I will get to cracking my head in order to find the root of the problem right this moment.

    I have pulled the download of the game for the time being.
  19. Biestmann said:
    Yikes. I just confirmed the presence of this bug myself. That is very grave indeed. Thank you so much for letting me know. I advice you stop playing for now, it can hardly be fun like this. That's not the kind of present I wanted to deliver for Christmas! Interestingly enough, the bug does not occur in the playtest option of the engine, but I will get to cracking my head in order to find the root of the problem right this moment.

    I have pulled the download of the game for the time being.

    Probably a problem with the deployment. I'd check there. Maybe some files are missing- if you use "exclude unused files" with plugins, sometimes it gets messed up since the files the plugins use aren't detected.
  20. I believe I managed to find the cause of the problem and fix it. So I have made the game available for download once again.

    It seems the method I chose to archive the game folder was the culprit. That is very peculiar in itself, and I wouldn't be able to tell you why that messes with the plugin data. Regardless, I simply am glad to see the bug fixed.

    @Mimironi It is possible that your save data will function with the new version, so you may give that a try. Sadly, I cannot promise it be the case however. Fingers crossed!