Feature List, Patch Log, & Known Bugs :: 1.2.3 to 1.2.4
JULY 2021 PATCH LOG 1.2.3 to 1.2.4
- Fixed a bug that would cause Tasha to disappear when getting ice for your house.
- Fixed a bug where you could find unlimited Fire Sources.
- Updated the title screen.
- Updated the credits.
- Rewrote some combat events and formulas for better optimization.
- It is now easier to tell when you successfully trigger an ability by way of an elemental condition or the weather system.
- The tutorial fight has been improved to better direct the player towards the fact that they can utilize weather and elemental states in combat.
- The day/night cycle was off by 3 hours. This has been fixed. Dawn, Daytime, Sunset, and Night Time now work as intended. (or when intended lolol)
Neverspring Chronicles: Song of Silvermane
Song of Silvermane is the first game of the Neverspring Chronicles series offered as a demo for the overall project.
There are currently 3 major bugs in this release. I am working on fixing them as soon as possible. In the meantime, they are easily avoided if you know what they are.
As a last minute "just in case" I added in an auto-save feature to help both forgetful savers as well as players that may encounter one of these bugs.
BUG LIST
- Do not try to sell the T.O.S. (MK-I) or the game will crash. For reasons still unknown, that particular Thaumetic item gets duplicated when it is equipped and still shows up in the player's inventory as an Accessory. If it is equipped, nothing happens. If it is sold, the game crashes because it's not really there. Still hunting this one down.
- Dunkargo is incorrigable... The comeback system is great but for reasons still unknown, only Dunkargo has an issue where he just won't stay down. He does eventually stop trying to get up but for now it will range from bothersome to life-saving in how it effects the player. Still working to figure this bug out.
- Auto-Item bug... This one is especially irritating because this was never a problem through 100's of runs until right before Song of Silvermane was done. The accessories, Alchemist Kit and Medical Satchel, grant a reactive auto-item ability. In testing 99.99% of the time everything works fine. If the game crashes in combat and says something like "rule.isApplicable is not a funtion" or mentions "Torigoya_AutoItems.js" then you'll need to pick up from your last save/autosave and unequip the Alchemist's Kit and/or the Medical Satchel to continue playing. This is a brand new bug outta nowhere so still looking into it.
FEEDBACK & BUG REPORTS
If you play this game and encounter a bug, or even if you just want to throw some feedback, please do not hesitate to contact me through comments or direct messaging.
Thanks and hope you enjoy!
:: Features ::
- Rich in story, choices, and consequences
- Enhanced traditional sideview combat
- Weather and the passing of time in a living world
:: Rich in story, choices, and consequences ::
Choices should be more than just good or bad and more than just selecting an option or picking a side. Each place you go, each person you talk to, each adventure you take on is a choice made by the player and it will effect the treasures you find, who joins your party, and even the flow of the story itself. Your actions have consequences for better or for worse.
What makes someone a terrorist instead of a freedom fighter? What makes someone a cheater instead of someone who was liberated from a bad relationship? The choice mechanics in Neverspring Chronicles are not about faction reputation or combat performance. They are about vengeance, betrayal, forgiveness, and redemption. Each character in Neverspring Chronicles has something they want, even if it doesn't line up with what they need for character growth. The game is designed to bring the characters to the end of their journey, one way or another.
- Listen to gossip and rumors to find unique treasures, rare beasts, and concealed places.
- Trigger side story events to unlock hidden content, challenging decisions, and secret characters.
- Many opportunities only come once and your decisions have permanent effects.
- Some characters are vulnerable to perma-death during certain windows. This vulnerability may be in play with or without warning and will change the flow of story depending on if they live or die.
- Multiple endings.
- The 2 main characters, Marrick and Natasha, are brother and sister. They can both make it to the end or just 1 can make it to the end. Plot armor is not bulletproof in this game.
:: Enhanced traditional sideview combat ::
While the combat has been carefully built around the idea of an enhanced yet still traditional sideview system, Neverspring Chronicles was not designed around any new flashy core systems. Instead, the systems and mechanics have all been designed around the immersion of the characters, the story, and the world setting.
- Mana is not restored through resting or leveling up. Any item with magical properties can be disenchanted into Mana Extract. In a world where technology feeds on the death of magic, you must destroy something to gain something in an act of equivalent exchange.
- Magic is primarily used by utilizing Thaumatechnology. Equip Thaumetics in a style inspired by the esper and materia systems of FF6 and FF7. Thaumetic devices will grant more skills as they level up with your character. Thaumetic sources either bestow enchantments or can be linked to devices to enhance them. Some Thaumetics can even learn new abilities like a form of Blue Magic.
- The characters live in a world of dwindling hope but they are not beaten yet. Characters that fall in battle will try to get back up at least once through the comeback system.
:: Weather and the passing of time in a living world ::
Weather and the passing of time are important features in Neverspring Chronicles. There is a day/night cycle that feeds into a yearly calendar. This world suffered a dramatic climate disaster at the crescendo of a 1,000 year war, shrouding the sky with a stratus of bruised clouds. The sun's light still gets through, but the stars are gone and the seasons never change.
- Some monsters are weaker or stronger during the day or night.
- Some monsters only come out in the day or at night. Some monsters only come out in the rain.
- Some magic works better or worse during the day or at night. This is true inside and outside of combat. Think of a magical door that can only be seen at dawn or a curse that is only active at night.
- Time management is relevant for some quests and in city-based adventure arcs. A player may be given 3 days to get an objective done. Success or failure of time management objectives will change the flow of story. This is something separate from timed events like having 5 minutes to find something or escape somewhere.
- Weather and terrain can effect combat performance. For example, fire attacks will not be able to add the burn debuff to targets in the rain. Air attacks like MK I Bolt Beam will trigger a lightning storm if used in the rain.
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Neverspring Chronicles
Long lost siblings must reunite to restore their family's honor and save the world in this retro 90's style JRPG.
Status | In development |
Author | OgreLeg |
Genre | Role Playing, Adventure |
Tags | 16-bit, 2D, Dark Fantasy, Fantasy, JRPG, Singleplayer, Steampunk, Story Rich |
Languages | English |
Accessibility | Subtitles, Configurable controls |
More posts
- Pre-Release Update: Last Chance for Early Access13 days ago
- Demo Now Available!Apr 07, 2023
- New Updated Trailer for Song of SilvermaneJul 10, 2021
- Feedback and Playtesters needed!Jul 06, 2021
- Neverspring Chronicles [BR] EditionJul 05, 2021
- Feature List, Patch Log, & Known Bugs :: 1.2.4 to 1.2.5Jul 05, 2021
- Patch Log & Known Bugs List :: 1.2.2 to 1.2.3Jun 25, 2021
- Patch Log & Known Bugs List :: 1.2.1 to 1.2.2Jun 23, 2021
- Patch Log & Known Bugs List :: June 2021Jun 19, 2021
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