Interesting! What kind of other updates are you planning for this game?
This kind! LaZPoC version 1.5 on the quest database.
Any plans of adding more content?
Sort of but only a few things. I added a couple extra screens, more hints (especially about that darn flute puzzle), a way to level down if you're so inclined, and a couple small bonus things. Nothing major, no new dungeons or anything like that. Still no boss rush either, sorry to anyone hoping for that. Lots of bugfixes and little design tweaks to (hopefully) improve game balance, though.
And I made certain to play through the whole game again one more time so hopefully there are no glaring oversights... I'm sure I forgot something though, this project was huge.
The support pack has been changed this time, with new music files (and the updated scripts for anyone interested in using/perusing them), so please download it with the update, too.
Here's a full change list:
---- Aesthetic changes
Slight cset pallete alterations to the following dungeons (spoilers about which ones):
They retain the same basic colors as before, but have been slightly tweaked for more variety and to avoid repeated csets.
- All under-over bridges that had black spaces underneath have been tweaked to have dark tiles or ground behind them (by utilizing layer 2 background). In certain places where this change would make the contrast of the layer harder to see, black shadowed tiles are used instead as a compromise.
- Changed the cset of the droppable ladder in Yamauchi Palace in order to (hopefully) better highlight the switches.
- A row of three windows was added to the room before the boss in the final dungeon.
- Certain puzzles have been decorated with Goriya statues as clues.
- Level 2 spinner switches now have a distinct appearance from other switches.
- The default Legacy of the Wizard music in Nakago palace has been switched to the longer and more intricate MSX version of the same song. The original NES version is still available in the music selector.
- Certain songs from the custom Legend of Zelda NSF file, by klop422 and klop422's brother, have been updated to the June 2017 version.
- When the Ring spell or a guardian acorn is active, if "Different colors" is turned on, Zelda's color is now yellow instead of the same pale blue as Link.
- The child who wants a doll is now visible rather than only mentioned by the mother, and can be seen holding the doll once you give it to them.
- The player can now add 18 custom MP3 files and 18 custom OGG files to the music selector. A demonstration image of this has been included in the Support Pack. Simply copy a song of your choice into your Zelda Classic program folder, then rename your songs to:
lazpoc custom song 1.mp3
lazpoc custom song 2.mp3, etc; or, to
lazpoc custom song 1.ogg, etc.
---- Bug fixes
- Fixed a place where the title screen music would unintentionally play if you defeated every enemy (including the blue urchin) in the town of Caragonne.
- Tweaked a single tile of the under-over maze in the Tower of Seline, where it was possible (at the very edge of a ledge) to get stuck inside an overhead Like-Like from below, and also added the proper jump-off flag to the adjusted edge.
- Fixed a bug where the defeated Spiny enemies in a certain room of Yokoi Palace might damage the player the instant they entered the doorway (although they still attempt to respawn for a moment due to tribble physics, they can no longer touch the player while doing so).
- The raft game in the Town of Forward can no longer be glitchily exited with the speedy sail.
- Fixed a wrong-color hole in the wall in the place where you learn the Double Arrow technique.
- Fixed a new Impa hint tile from version 1.4, which accidentally lacked a message script.
- Fixed a small palette error (if you used the 'different colors' setting for Zelda) on a certain boss introduction.
- In version 1.4 a redundant cave entrance was accidentally added in the southwest swamp area. This is now a bombable secret room with an NPC who gives you a hint, and a 'take only one' choice between a magic bean, p-bag, and some superbombs.
- Some of the rising lava/crushing ceiling screens, which occasionally did not display their intended effect, have been fixed, and the crushing ceiling behavior has been marginally improved to prevent jumping through it.
- If you F6 out of the post-credits, you will continue from the post-credits as intended, plus a silly easter egg screen due to what happened in Eppy's playthrough where this occurred.
---- Design changes
TL;DR: A bunch of small tweaks and improvements based on feedback and my own hindsight realizations, but little in the way of totally new content.
- Various small tweaks to certain dungeon rooms in various palaces, which have been carefully re-tested (by me) for improved playability and the learning curve of how certain items can be used. Approximately half the dungeons have about one such slightly-changed room, usually to add more nuance to a puzzle or to make sense of puzzle that was previously unintuitive (especially the falling block/spikes puzzle in Soejima Palace).
- Any sideview screen with water at the bottom might now contain a secret if you dive down there (rather than only a few), and two new minor bonus items can be found in this way, as well as some small new areas to explore.
- A new shop has been added to the Town of Caragonne where you can level-down in return for secret seashells, and where you can buy experience points with rupees once you have a certain item.
- A new shop late in the game allows you to trade in your heart and magic rings in return for secret seashells.
- The Secret Seashell house now gives minor rewards (rupees or experience) whenever you visit it with a number of seashells divisible by 5.
- Changed one NPC's "I know nothing" dialogue in the Town of Forward so that he tells you you'll need to use three certain items very frequently.
- The boss of Tezuka Palace has been swapped with the miniboss of Nakago Palace to improve the difficulty balance, and their hit point levels have been tweaked. The one which now serves as the miniboss of Nakago Palace also shoots a different type of projectiles to complicate the battle.
- Added an extra burnable secret to the north of Tezuka palace. It's just a shop that sells (marginally) cheaper beans, a much cheaper boomerang, and bottle clocks, with a hint/reminder for a puzzle in the Tower of Seline.
- The screen with the access from East to West Calatia has an added sideview screen, and a stairway with an NPC who hints about how to solve the new sideview puzzle by learning an important item mechanic.
- Certain "Secret money" screens have been replaced with "Take only one" rooms with various prizes (sometimes including rupees), to add more variety.
- Redesigned the climbable house roof to look more reasonable, and made all house roofs climbable.
- Added a ladder-climbable cliff near the 'red vine' area, as an alternate means of getting up the cliff (behind the purple rupee).
- Added an item pickup message to bottle clocks to explain what they do.
- Made the Boo enemies damaged by the Magic Powder, although how many hits they take from it is slightly random.
- Added a small puzzle to the Calatia overworld, requiring the use of Epona's Song before obtaining the Ancient Stone Tablet.
- In the southwest area of Calatia, there is now a small sideview cave where the stairs connect from a certain screen to the one to the left.
- Added a shortcut to make the backtracking portion of Soejima palace faster and more obvious.
- Added a shortcut near the Tower of Seline entrance which appears after you have opened the tower, for getting on and off of the cliffs more easily.
- Added a new puzzle to the room before the hidden life doll in the palace which contains the L-2 beetle, so as to highlight one of the L-2 Beetle's functions and add more challenge.
- Added a new passageway-style room and simple pressure plate puzzle to a late-game gold colored palace to make use of two previously pointless dead ends.
- The faster heart ring and faster magic rings have been slowed down slightly due to their extreme speed in previous versions.
- The L-2 Peril Beam is now obtainable during normal gameplay, but if you don't find it it will still appear where it did in previous versions.
- Certain enemies in the late game have had their damage boosted so as to remain relevant at high levels.
- Adjusted the 'Bomber Patra' and 'Formok' battles to be more difficult, because they were originally very likely to be easier than intended.
- A new encounter appears with two extra enemies to fight in the final dungeon, in a way designed to encourage use of seperating and auto-attack for tactical advantage.
- Added an Impa hint to try to explain Formok's unusual movement pattern.
- A certain late-game room with a water level switch and a bunch of pushable rocks, which was previously easy to get stuck in, now has many of it's rocks replaced by dash rock obstacles instead.
- Added some L-2 power bracelet rocks to the final dungeon. These are not required to lift so if you're doing the Averted Ambush route you can still complete it before the Calatia dungeons (so you can still get the secret alternate final battle this way).
- Added a life doll hidden in an unseeable spot in the very bottom-left corner of the room before the boss in the final dungeon, which you can get with the beetle.
- Slightly redesigned the final passageway room to require item usage and to be more challenging, as well as adding an obstacle to the final item cellar.
- Added a secret fairy spot and life doll hidden in the room immediately before the final boss.
Hopefully this will be the really for-real final update of the game, knock on wood. Hopefully I'll also get another project done one of these days, besides just the sailing demo.
Thanks again to everyone who played this. : )
Edited by Mitsukara, 22 September 2018 - 03:33 PM.