OEA 0.5.0
Added 2021-11-26 23:52:49 +0000 UTCHistorically, releasing updates near a holiday weekend has led to scattered feedback periods, as some people are busy with family or travel while others have more time than usual. There's no reason I couldn't delay this until next week and work on other things, but I feel like in this case, that would make it easier for me to slack off. So an update it is!
Link: https://mega.nz/file/Pg8G2aRa#ypCz2ISMkIxm6uJVii6eGKYeKVOh2N5hzTzYh9deS1k
(I can make a Mac version if requested. Last I heard that version led to some problems with the custom plugins, so I'm not sure if it's even viable.)
OEA 0.5.0 Content: I can't make a list of all the changes, because it's a lot of tweaks over a long period. This version has all the final maps and is intended to be basically content-complete, but of course the .1 update will include additional polish. The amount of new story content will vary depending on when you last played, but at minimum there's a reworked Cumgeon, new NPC dialogue, and more interactable environments.
Feedback
At this stage you can feel free to mention anything that seems out of place to you. There are still a small number of placeholders (like the credits graphic), but maybe it's something that's been overlooked or should be improved. I'm really trying to make this one a polished product, so while I can't do everything, I'll consider anything.
If you like, here are also a number of issues you could keep an eye out for:
1) If you see Atreyan from Ouroboros standing around, those are test events I accidentally left in. You should ignore them and report the location.
2) I tried to standardize the word "Mister", so if you see "Mr." anywhere, let me know. Similarly, I tried to always capitalize "Wolf Blight", except in cases where those words aren't being used as proper nouns.
3) I am fairly sure that Ulfina's first flower quest has one too many flowers available, but didn't delete one just in case.
4) I'm considering adding one more sidequest to the endgame, but I'm undecided. It wouldn't have a CG, just flesh out the world a little more. Feel free to bring up if there's anything you'd particularly like to see.
5) I think the endgame bosses and Crucible enemies are probably too easy now, with only one of them posing any threat to my final party. I resisted the urge to buff any of them, in case they'd get overtuned, but feel free to give feedback. The Crucible is meant to feel like a satisfying final challenge and the superbosses are meant to be fun for optimizers.
6) Those who played before, if something seems missing, it might not have been intentionally deleted. While doing her work, the mapper dummied out or deleted some content. I restored everything I noticed, but may have missed something. Same if there was a newer version of certain assets, like the roving enemies: some files got reverted in the process.
7) Technically I should make new Woodsmen sprites to match all their different faces, but I am tired. -_- (EDIT: Nevermind, I made myself do it after sleep. If anybody with spriting knowledge wants to improve anything, though, feel free.)
Okay, that's it. Whenever you have time to play this build, I hope you enjoy it! My goal is a release in Q1 next year, but I'm thinking the last month of Q1 so I have time for other things.