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Old 23rd May 2020, 20:51   #121
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New Release: Version 0.132!

Hi everyone, I'm uploading a fun new release this week, featuring the addition of a whole new weapon type: GUNS!
There's an arsenal of new guns scattered around the world, as well as a series of new gun-based skills to be learned from Marlan.
Guns are a unique weapon in that they aren't tied to the attack stat as a source of damage, meaning they can be equipped from the back row without penalty.
Beyond that, there's been a host of other tweaks to combat, bug fixes, and new additions. Try it all out and let us know what you think.

Best,

Nym

New to the game? Download the public build or become a patron at http://patreon.com/indoorminotaur

Version 0.132 - 5-22-2020
  • Changing equipment in battle no longer skips a turn; instead, it applies a short evasion and counter attack debuff. This was done to encourage more experimenting with synergizing different weapon skills
  • Added the post-battle cove maps for the victory path (WIP)
  • The “ATB ready” sound effect was changed
  • Added the ability to equip guns!
  • Many new guns added to the shops & stealable from enemies
  • Gun skills can now be unlocked from Dalkon
  • Gun damage is based on a combination of Luck and Agility, meaning there is no penalty to gun damage for being in the back row
  • Updated the Skill Book with all the new Gun Skills & Abner’s weapon descriptions
  • All timed attacks are slightly more rewarding for perfect timing and slightly more punishing for misses, averaging to the same
  • Added missing fish to what Kethra will buy at New Light
  • Marlan no longer dodges attacks in the tutorial fight (this is so players can experience the difference in timed attacks)
  • Some early dialogue adjusted for better quality and continuity
  • Emelia will now send Mercy off with some food and the advice to learn cooking
  • Fixed some tile continuity issues in Shiveworth
  • Fixed a couple of portrait issues for Leite
  • Fixed an issue where Mercy could try to fish through the gates in the aqueduct
  • Fixed an issue where Gromblers were fished at the cove docks instead of Hufferpuffers. Gromblers are now exclusive to the Emerald Flats
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Old 30th May 2020, 20:08   #122
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New Weekly & Alpha Release: v0.133!

Hi everyone, hope you're hanging in there and staying healthy and sane.

I've just finished uploading the latest weekly and alpha builds, which finally start to flesh out victory conditions for the latest cove siege, though there's a whole lot more coming (including bonus rewards for exceptional outcomes).

Right now, it's mainly about adding everyone back in and writing out a lot of different conditional lines of dialogue depending on who makes it through unscathed and... who doesn't. I have a feeling I'll be fine-tuning this particular feature for a long time, so I'm just trying to get it all out there and written for now.

Anyway, it's been a busy month, and next week I'm hoping to have a bunch of new audio for the game, including new voice work for Leite, Beatrix and Mercy!

Thanks for the support, and as always, we hope you enjoy.

- Nym

New to the game or want to become a patron? Visit our patreon where the public build is free to play! http://patreon.com/indoorminotaur

Version 0.133 - 5-29-2020
  • Added everyone back to the damaged cove for the post-victory condition with new dialogue!
  • Fixed an issue where Olma could appear in the cove inn even if not recruited
  • Fixed an image overlay issue after the siege if you had recruited Marilea
  • Fixed an issue where Gorps could appear in the cove even if he had died
  • Fixed an image overlay issue after the siege if the boathouse was constructed
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Old 6th June 2020, 20:16   #123
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New Release: v0.134!

Hey everyone, this week brings sweeping change to the cooking system and a new range of skills for every weapon type to further encourage build diversity and creativity in how you synergize your builds.

As we get close to the end, I'm trying to polish things up and improve them how I can. Just a few more builds to go before the end of the story!

Hope you've enjoyed the ride so far.

New to the game or want to become a patron? Visit http://patreon.com/indoorminotaur to play the free public build or sign up for further content!

Version 0.134 - 6-5-2020
  • Completely revamped the cooking system (again)!
    Cooking meals now requires a recipe
    Added recipe books to the world
    Fish must be individually prepared into fillets before cooking (this is to prevent the accidental consumption of a rarer-colored fish you might have wanted to sell)
    Added new, essence-infused recipes with permanent buffs
    Added a variety of new cookable consumables and ingredients
  • Fixed an issue where a key fragment could be looted from the same pot twice
  • Lara can now contribute to the cove siege plans (if recruited)
  • Added some more residents to the cove post-siege
  • Added a new weapon skill for every weapon type (requires 1 upgrade to Dalkon’s training grounds)
  • Updated the Skill Book to reflect the new skills
  • Added some new dialogue and scenes to the cove
  • Finally got around to organizing a lot more of the backend stuff for ease of use
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Old 14th June 2020, 20:07   #124
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New Weekly Release: v0.135!

Hey everyone! We're almost at the end of the road! This week updates the "victory" path with new content and some new areas to explore.

Most likely by the next alpha release or shortly thereafter, the story will be complete--then it will just be going back and fine-tuning things, adding extra side-content, new scenes, new images, tweaking balance, that kind of stuff for a while.

Then it's done! My god, I can hardly imagine it. Hope you're looking forward to it. Thanks for sticking with me this far.

- Nym

Want to try the public build or become a patron? Visit http://patreon.com/indoorminotaur

Version 0.135 - 6-12-2020
  • Added a new area in the Aster Valley Crater (endgame area)
  • Added new dialogue pertaining to the post-victory cove departure
  • Added new endgame scenes on the overworld (different based on whether you have Qel or not)
  • Added new endgame scenes in Aster Valley
  • Revised some of the cove victory dialogue for better continuity
  • Fixed an issue where the priest in Aster Valley could still be waiting for Mercy to speak to him after Chapter 8
  • Fixed a lighting issue at the Aster Valley Crater
  • Fixed an issue where the sun mother was vulnerable to fire damage
  • Fixed some typos
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Old 28th June 2020, 18:25   #125
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New Release: Not Dead Edition (v0.136)!

Hi everyone, Audrey here!

Nym, our main developer, story writer, artist and practically everything else, has been dealing with some health issues over the last couple of months. We're hoping he's over the worst of it but we're still waiting on some test results and it going to take him time to recover. In the meantime, our updates may be a little more sporadic with less progress being made. That said, we're nearing the end of the story so we're hoping that soon we can concentrate on making the game even better as a whole!

Want to try the public build or become a patron? Visit http://patreon.com/indoorminotaur

Version 0.136 - 6-26-2020
  • Added 2 new challenging boss fights
  • Added several more scenes to the final portions of the game
  • Fixed an issue where some of the cove residents could appear after the siege even if dead
  • Fixed an issue where Dalkon would change into his armor after speaking to him post-siege
  • Updated some earlier scenes for better continuity
  • Fixed some typos
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Old 12th July 2020, 17:47   #126
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New Release: v0.137 (Alpha & Weekly!)


Hey everyone, happy to finally get you a new patron build after having last week off.

This week's build isn't gigantic, because I've had to withhold some of the unfinished loose ends, but it does fix up a lot of relatively critical bugs and even gets into a few of the endings.

Hope you enjoy!

Become a patron or try the public build at http://patreon.com/indoorminotaur

Version 0.137 - 7-10-2020
  • Added new wounded Mercy portraits
  • Added new final scenes to the game
  • Slightly adjusted a Leite portrait for better quality
  • Fixed an issue where a number of spells were throwing javascript errors
  • Fixed some outdated cooking fires
  • Fixed some out-of-bounds issues
  • Fixed an issue where an incorrect portrait would show for Mercy in Carvannah
  • Fixed an issue where shellbus weren’t able to be prepped for cooking
  • Fixed some tile passability issues
  • Fixed a portrait-related crash when controlling Beatrix in Shiveworth
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