Malise and the Machine V0.041 Release (Patreon)
Content
Apologies again for the belated full release post and earlier release issue. $10 patrons and up should now have proper links for V0.041.
We're already getting a ton of feedback for the build and I want to address some of that before getting into the technical stuff! Before I get into it, it's good to remember that we're making this game together, and your feedback is essential to correcting our missteps and guiding this game to what we all want it to be.
Dat Puzzle.
A lot of people aren't too fond of the new puzzle, and we hear that! Even I have a couple major issues with how it turned out that I'm glad some of you have echoed. Those issues basically boil down to:
1. This puzzle is really involved for being so early in the game.
2. Too much trial and error / there should be a more structured method for navigating through it.
Luckily, I had a solution for #2 ready to go that I feel will refine it significantly, and we've already come up with a solution for #1. Basically, we're going to move the refined version of this puzzle to mid-late game (maybe even a side dungeon), and replace it with some straightforward exploration for this area that will trim it down some. After all, this area is basically the prologue of the game, and shouldn't take more than a couple hours to get through.
Dodgy Monsters.
A second area of concern for people is that the difficulty has seemingly increased. This was largely unintentional, and is in fact a side effect of skills no longer being guaranteed hits. Enemies haven't been buffed or anything, but their evade apparently should have been nerfed significantly to make up for this (especially this early on since you have no access to gear to significantly improve your hit rate). Simply put, my bad! Expect some edits in an upcoming patch that will fix this and a number of other lesser bugs.
Bugs! (and Upcoming Fixes)
The outstanding bug right now a potential crash during the "elevator battle" segment. This crash happens when a new enemy joins the battle (one could say they *crash* the party, aha). It's conditional, so it is possible to make it through without any issues, but it happens enough that we want to put a hotfix out for it ASAP. Expect that soon!
Reward Distribution for $15 and up Patrons
With that stuff out of the way, I'd like to go over information for $15 and up backers.
PDF rewards will be sent out in the next few days as I had to put it on the back burner to get the release out in a timely-ish manner. I apologize for the delay!
Inner Circle access information will be sent out to the appropriate $45 and up patrons in the next few days as well.
For those of you that selected an artwork print reward, please let me know which print design you want to receive. I'll be sending those out in the next week or so, so please let me know! The available designs are shown in the following posts:
https://www.patreon.com/posts/new-print-design-4909648
https://www.patreon.com/posts/attention-35-and-2696235
Game Changes and Improvements
While some of the above things may be frustrating enough to make you wonder where the improvements are at, we promise they're there (some will be utilized much more heavily in future releases)! Here's a general list:
New Features
A continuation of the main story featuring a new (generally loathed) area and the addition of Malise to the party.
- New story H content
- Added a new boss encounter.
- Added enemy armor damage.
- Expanded enemy battle spritesheet functionality.
Added prototype framework for what I'll call "enemy reinforcements" for now. Basically new enemies can join mid-battle, and for these battles K.O. enemies will fade out so as not to clutter the scene.
Added prototype framework for the enemy level system.
- Added framework for windows with custom skins.
Added prototype framework for equipment based status effects / buffs / etc.
- Side-scrolling maps.
Added framework for animated battle and dialog backgrounds.
- Added a new music track.
Changes / Fixes
Improved the way doors behave when entering (player must face the door).
- Improved the readability of fuse markers
Previous map is no longer faintly visible when loading a new map. Transitions in
general have been improved.
- Loading times for maps has improved.
Narrative text is now consistently colored gray so as to not make it ambiguous with dialog or choices/instructions.
- Added 'Default' button to the Options menu.
Fuse panels have a new graphic for when they are powered on/active (keys light up white)
Fixed an issue where sprites at the edge of the screen would disappear during the map scene.
Added first batch of map optimizations. Depending on map, performance gain ranges from 1 to over 20 FPS.
System Requirements
If you haven't played the previous releases of MATM, then PLEASE READ THE FOLLOWING!
Malise and the Machine utilizes the RPG Maker VX Ace engine. To play, you must install the RPG Maker VX Ace RTP (run time package), which you can download and install for free from http://www.rpgmakerweb.com/download/additional/run-time-packages (click the blue button at the bottom of the page to download).
It's highly recommended that the first time you start the game you make a critical adjustment to the RPG Maker VX Ace settings to vastly improve performance of the game. To do this, press F1 after launching the game, then in the window that appears uncheck 'Reduce Screen Flickering', and then select OK.
Additional tips for improving performance if you find the game runs slow for you:
- Play in windowed mode! RPG Maker's fullscreen mode is very inefficient, and we plan on eventually writing an improved version.
- Well, the above is about it for this release. We had ways to toggle off some effects that can affect performance, however we've removed them so that they can be consolidated into a universal 'Performance Mode' which will be available in future versions.
Here are the recommended hardware specs for the game to be able to achieve a consistent 30 FPS:
- Intel Core2Duo @ 2.4 GHz
- 4 GB RAM
512 MB Video RAM
REGARDING BUG REPORTS
I would like to ask a favor from everyone who stumbles upon a game crash. Most of you, who played the demo didn't encounter any crashes at all, which is a good thing, but it also means that bugs still out there are very hard to find and fix, so we must rely on you to provide us with as much information as possible! It takes only few minutes to create bug report, but it can save us hours to fix a bug with minimum amount of info. Please follow these few steps when reporting a bug to make our lives (or rather AltairPL's life) much easier:
- If game screen is not empty make a screenshot (preferably with error message out of the way),
- Add a description; where the error occurs, what was the last action (or few last actions) -- the more details, the better. It doesn't have to be a novel, but every detail counts,
- Send description along with '!Error.log' and 'Options.ini' files (both in the System folder) and optional screenshot to us (eromancergames@gmail.com).