Some very nice polish has been applied to the game for this patch, but before I get to that, there will be some changes to our Patron tiers in the near future. The amount of money we make on this Patreon is directly proportional to how fast we can develop. The support you have given us so far has been instrumental in continuing our development and keeping me fed. So far we've made enough money to sustain me (along with some side work), and throw some at our devs for the odd equipment or software, but not enough to commission artwork or models or hire on additional help. The demo will be coming out in a few weeks, and with it I will be addressing something that was pointed out to me. It's now my understanding that Patreons with $1 tiers that offer content end up making a moderate amount less money than they would otherwise. With this in mind, I will soon be introducing a new $1 tier- the thanks for supporting us tier- and bumping up the early patch access and cheats to $2 and $3, respectively. Our higher tiers will not be changing. Once we are making more money we will be able to commission art, 3d models, writing, and all that jazz, so every bit extra we can make goes a long way towards timely development. These changes will be occurring most likely in mid February, to later coincide with the demo. Thank you for your understanding.
So, polish. It was also pointed out to Unyin (our lead artist), in a gamedev Discord, that post-processing is a very big thing. Lo and behold, there's an easy post-processing system in Unity that makes everything look considerably better. It's subtle without a before and after, but it makes the game much more vibrant and pretty looking. In addition to this Unyin has slapped down the Ser shader onto most of the NPC's, so they will also have lighting effects applied to them. This adds up to our game being prettier and the 2d sprites not standing out quite as harshly. Win. Also, the starting tavern is being worked on.
In addition to the art polish, this patch also has the usual assortment of bug fixes. Development on the Kompound goes smoothly as well, and I've got Beefpie and our other new blood volunteers slaving away at parsing all the old dialogue into the new Unity format. Demo with Kobold Princess looks probable in a few to several weeks, fingers crossed on that.
The enable cheats cheatcode has been changed for February.
Edit: Post-processing is now enabled, woops. Accidentally disabled and left that while taking the screenshots.
0.515.1
Post-processing is now enabled
0.515
Consumables will no longer create a battle float of '+-X' in front of any modifier
A mini Ser no longer appears above Ser in battles
Dungeon minimaps should now begin more centered on Ser Knight
Non-Ser knights can no longer select talents from other classes
Princesses can once again select racial talents
Bolster is no longer usable in dungeons, outside of battle, on account of now being pretty useless outside of battles
Weapons and shields now have bonuses past the average quality when upgrading them
Opening the Inventory will close out of the characters screen or minimap if either of those two are open
Calling the Chloelle Follower a snob is now not explicitly a lie and will allow the quest to still be completed
After getting the Chloelle Idol, lying to Chloelle Follower and saying you never found it now works as intended
Actually restored the Glacier Fields skybox, and it should once again appear when loading into Glacier Fields
Fixed king's mail, plate harness, robes, and trespasser's garb appearing incorrectly or missing parts when worn by Ser
Consumables SHOULD ACTUALLY RESTORE THE CORRECT AMOUNT OF HP/MP NOW
After loading a game, the output log will now mention which save number was loaded as opposed to the generic 'Game started.' message
Ser no longer falls out of bounds when later returning to the hub's tavern
There are now several different footstep sounds effects that are used based on the materials and terrain that ser moves on, work in progress
You can now back up through the text slides in a help popup
The poster in the tavern's basement is now successfully added to the inventory when stealing it
Ser can no longer be set to sneaking during the cutscene after the tavern boss battle
Weapons/shields can now have their hands swapped once again
The Ratfolk quest now has a warning before it is started if Ser is still level one
Reduced the brightness of highlighted character sprites by 50%
Fixed the padded armor appearing incorrectly when worn by Ser
Fixed some typos in item descriptions
Increased the size of the Defending graphic in battles by 33%
Fixed a bug in the alchemists dialogue that could occasionally cause it to start all over when exiting out of their shop
The hub tavern and some of the outside hub decor has been polished, and will continue being polished for a little while
The Dwarf Villager in the hub now faces the correct direction