UPDATE: Version 1.02 has been released with several bugfixes. Download it here. If your savefiles were corrupted in v1.00, this version should be able to load them safely. Should be.
That’s right, Pandemonium v1.00 is now available to the public! A huge thanks to the many patrons and associates who tested and provided suggestions for this version. It’s considerably better than I had ever expected, and it’s all thanks to you! If you’re not a patron, then you totally should be!
Click here to download it (Mac and Windows), or head to the downloads page if you’re weird like that. (OSX users: This page may provide help if you’re having difficulty running the game.)
With this we will now be working on dealing with any remaining bugs or oversights that come up. Despite all the testing, there are only about 20 people doing it. It’s likely that some errors slipped through, so report them using the forum if you spot one.
Chickenwhite will now be working on finishing the remaining two character redesigns, at which point we will have a Patron Poll to vote on which chapter to do next. That will likely be at the start of November. After that, we start making that chapter, obviously!
Fun statistics: The total development time for all of Chapter 1, including engine and scripting work, is just under 7 months (closer to 6, but all the suggestions and improvements pushed it to 7). I expect future chapters will be of similar development length, though it’s because the chapters get longer and more involved as the game goes on. Since the engine work is done, the two should balance out.
If you are a patron: Please see the Patreon for information on accessing debug mode. Normal users – consider sending the team a dollar a month to access debug mode! It helps support the game’s development and tells the world you love this game.
Full changelog between Prototype 2 and v1.00 is below. It’s a doozy.
== Adventure Prototype 2 ==
June 19th, 2017
*Added shopping for items.
*Modified item permanence code.
*Added multiple party members code, and Florentina as the 2nd party member.
*You can now cancel out of Flurry if you don’t want to… flurry…
*You can no longer use 0-stamina abilities when in Flurry mode.
*Party members taking DoT damage will now appear before they take the damage, not after.
*When targeting a party member with an ability (such as Parry), the party member will flash.
*You can retreat from combat. It will take you back to a safe area, usually a save point or the map edge.
*Some enemies were moved around to account for retreating.
*You can now exit to the title from Adventure Mode.
*You can now upgrade items at item shops. It costs money and adamantite in varying quantities.
*If you use the last charge of an item in combat, and have a fresh copy in your inventory, they will automatically swap places at the end of combat.
* About 10,000 other things
== Adventure Prototype 3 ==
*Please do not bother the goat.
*You can now save and load the game again! The game can handle up to 100 (!) savefiles. If you need that many, then I was wrong about you…
*Downed party members cannot act or be targeted by enemies.
*All scenes have been updated with Florentina’s portraits, where appropriate. A few scenes have new lines from her as well.
*Added target info box to combat, so you can see what the attack will do and to who.
*Fixed a bug where the target flag when using an item wasn’t updating correctly.
*Fixed a bug where healing text for slimes would appear in the wrong spot.
*Mei and Florentina will sometimes exchange words after combat.
*Some enemies now move in patrols or follow one another to act as a team.
*Some enemies are faster or will chase you further than others. Be careful!
*Fixed a few bugs about cooldowns not resetting between combats.
*Gave Florentina’s sprite an eyepatch.
*You can now talk to party members when resting at a campfire.
*Fixed a bug with bee enemies not setting their attack properties correctly.
*Fixed a bug where systems with drivers not supporting OpenGL3.1 or earlier wouldn’t load textures.(Only the SDL version is fixed, Allegro does not seem to support this) (Thanks, RepeatedMeme!)
*More plants can now be spoken to than just the ones in civilian areas.
*Mei now uses “Blind” instead of “Throw Sand”.
*Health-stealing attacks now use a percentage of damage dealt.
*Running as you enter a cutscene will no longer keep you running during the scene.
*Boat oars no longer double-stack if not purchased.
*Florentina now has dialogue when resting, with a random element. Some may trigger after certain events happen.
*Added [[EXTRA SPOOKY TEXT]] for [[EXTRA SPOOKY DIALOGUE]]. If you get spooked, I accept no liability.
*Karina should no longer re-introduce herself during the post-bee cutscene if you’ve already met her.
*Florentina will respond differently during the post-slime cutscene if she hasn’t seen Mei’s runestone in action.
*Rochea now has some additional dialogue topics.
*Florentina seems to have a bit of history with Rochea…
*Mei is now correctly immune to Terrify as a slime.
*You can no longer use items more than once per turn, and items will grey out if they cannot be used.
*The command panel will no longer represent data incorrectly when the player’s turn is starting.
*Updated the joypad code to be less awful. Sticks should now work in SDL.
*Added the escaped prisoner NPC!
*Added voluntary bee TF if you can make it to the hive while a human. Florentina will even comment on it later!
*Decision entry now has a 1/4 second delay so you don’t accidently hit a choice while trying to speed up the text.
*Added stairs SFX.
*Added stun dynamics.
*Mei now has special abilities up to level 5. Find the Fencer’s Friend books to learn them!
*Florentina now has special abilities up to level 5. Find the Murderer’s Monthly books to learn them!
*Expanded the bookshelf in the cabin near the trading post.
*You can no longer talk to Karina from the cliff edge below her…
*Added a library to Blythe’s office with lots of tips on combat.
*Corrected the chair depths in Trannadar Trading Post. This is an incredibly vital fix. You love it.
*Florentina now uses the shaded images in combat and on the UI.
*Added the Salt Flats to the southern end of Evermoon forest. There is an extended sequence here. Very sexy!
*Added Male NPCs. Spriting!
*Added capability for per-character text ticks. Characters without a special voice will use the default.
*Fixed a bug where TilemapActors would lose collision after moving sometimes.
*Added beehive basement scenes, mini-dungeon, and Zombee TF.
*Redesigned the Dimensional Trap main floor. It’s now multiple rooms with new examinables, enemy patrols, and stuff to do.
*Modified a lot of the old maps to use enemy pathing. Dodge patrols!
*Put a special present in the Salt Flats for Aaaac and Mugen Kagemaru.
*Finished up the Dimensional Trap Dungeon scenes.
*Added Real Fake Chests. Hey are you tired of real chests cluttering up your dungeon, where you open them and they actually contain something? Fill a whole room up with real fake chests! Check this out! Mm, won’t open. Mm, won’t open!
*Fixed up a lot of backend code in older dialogues, specifically with Rochea.
*Rewrote the text parser to use an autoresolver. Please be on the lookout for &&BUGS&&.
*Did a bunch of text housekeeping. Be on the lookout for ^^BUGS^^.
*Inventory UI will now work correctly when the player has more than 13 items.
*Some NPCs will now spawn at the Pit Stop. Some even have some interesting things to say…
*Added a way to get transformed into an Alraune voluntarily.
*Under the right circumstances, Mei can even turn someone else into an Alraune…
*Hey everybody. Just did some other stuff, updated the patch notes. Still here, still sellin fake chests! We have fake chests like you wouldn’t believe, what are you worried about? Come get fake chests! Don’t even hesitate, don’t even worry.
*Added modern lineart for Blythe, Nadia, and Claudia.
*Added modern lineart for Mei’s Alraune form.
*Added modern lineart for Mei’s Bee form.
*Added modern lineart for Mei’s Slime form.
*Enhanced the bee hive dungeon layout a bit.
*You can no longer retreat from plot-important battles.
*Enemies will no longer target downed party members with splash attacks.
*Party members should animate correctly when felled by a DoT.
*Enemies can now reinforce from scripts, making for some interesting miniboss mechanics!
*Fixed a bug where items would sometimes consume a turn even though they really shouldn’t.
*Fixed some dialogue bugs.
*Added Werecat TF. Yay!
*Abortive slumber party during Werecat TF! Yay!
*Nadia/Mei H-scene during Werecat TF! Yay!
*Fixed the maps to use their correct positions on the world map where applicable.
*Added the Quantir Estate event chain.
*Added the Claudia Rescue event chain.
*Fixed a bug when upgrading equipment that isn’t equipped on a character.
*Removed debug code for upgrading equipment. It now actually costs ingredients to upgrade stuff.
*Fixed a bug where poison and bleed would not reset between combats in some cases.
*Added patrolling werecat enemies.
*Added enemies to the path between Breanne’s and the Quantir Mansion.
*Added werecat scavenger to Quantir area.
*Made the Quantir boss balanced against a level 3 party.
*Fixed a bug where the second equipped item would grey itself out if the first one ran out of charges.
*Went back through a lot of scripts and edited them to include correct voicing and pacing.
*Added special cases to the Werecat TF.
*Added Maid Ghost TF and related casework.
*Added end-of-chapter scenario stuff.
*Added Nix Nedar.
*Added upper floor to the Dimensional Trap.
*Added fast-transition stuff when using doors that require examination to open.
*Finished Maid Ghost event cycle.
*Reworked a few items.
*Fixed a bug with adding abilities to a character when reading a skillbook.
*Re-did how items/retreat operate and added the “Surrender” command to the player’s listing.
*Added corgi statue to the trading post. This is vital to the game’s development. Finally, the game is complete.
*Put in examinables for the trap main floor and upper floor.
*Put in enemies for the trap upper floor.
*Added enemies and patrol paths to the Quantir mansion.
*Added drunk slimes.
*Added Pepper Pie quest to Breanne. Added all the stuff needed to complete the quest, as well.
*Fixed the timing with health bars in combat to improve the pacing.
*Fixed a few bugs in the Ghost TF.
*Updated ghost sprites and portraits.
*Updated a bunch of scripts to remove redundancy. Also reduced redundancy by updating some scripts.
*Normalized the retreat code.
*Added Florentina’s end-of-chapter dialogue.
*Added Stamina bar to the game. You can run until you’re out of stamina, and it recharges faster if you’re standing still.
*Added new stats (Offense, Deftness) to the level-up balance and reworked the level system to use fixed XP gains.
*Upgraded the dialogue portraits for Mei and Florentina to use the new HD versions. Only really noticable in fullscreen.
*Speed-to-dodge-bonus reduced from 10 to 5.
*Fixed a bug with the retreat flag not resetting after boss battles.
*Deftness increases dodge and accuracy slightly with level-ups. Faster characters get a bigger bonus.
*Fixed the transparent tile edging bug.
*Fixed the Transform submenu not respecting Ghost and Werecat forms.
*Fixed some typos.
*Serrated Katana now actually boosts bleed damage instead of just saying it will. It is no longer a LIAR Katana.
*Reworked the entrance points on the maps so it should be no longer possible to skirt around the edges.
*Bee Mei’s sprite now has goggles on it. These goggles have no effect whatsoever. They do nothing.
*Enemies will now position correctly when sliding back after the player defeats an enemy in combat.
*There is now more of an announcement when a character gains a level after combat. New SFX and a glowing display!
*Fixed Florentina’s special attacks to use the right amount of CP.
*Added Powerful Blows, which deal extra damage and inflict stun damage. Their chance to apply is based on your accuracy. 110% accuracy = 10% chance for a powerful blow.
*Went back and added handlers for Werecat and Ghost cases when doing things like meeting Nadia or Breanne for the first time. I love how this is a single line in the changelog but took like 4 hours to do…
*Added topics as appropriate. Anyone who has suggestions for topics: Send them to me!
*Added an upgrade path for Florentina’s equipment. Fixed errors in the upgrade code and modernized it to be easier to read.
*Fixed a bug where adjacent forge options would not clear their descriptions.
*Updated Mei’s Alraune sprite to match her new color scheme.
*Updated Mei’s Alraune color scheme to be somewhat darker than before.
*Florentina now wears a “Flowery Tunic” instead of a “Violet Tunic”, which is important because her color scheme is no longer, you know, violet.
*Added Florentina’s alternate weapon, the Butterfly Knife, which has a slightly reduced damage but a slightly boosted speed value.
*Added a special pendant for Mei which increases bleed damage.
*You can finally ask Florentina what the hell is up with her eyepatch. Don’t expect an answer, but you can ask.
*Every Mei dialogue portrait now has at least a flatcolor.
*Rebalanced a lot of the costs, values, and stats such for equipment. Again.
*Fixed a bug where topics display past the bottom row.
*Fixed a few more typos.
*Fixed the portrait error in Classic/Corrupter mode (Thanks – I forgot who told me about this one!)
*Added Options Menu to Adventure Mode. It lets you change the music/sound effect volume. More to be added later.
*Added some coloured enemy portraits.
*Fixed some script bugs that prevented Florentina from rejoining the party after the bee cutscene.
*You can now unequip armor/items/accessories from the equipment menu. You cannot unequip weapons as that’d be silly! Also, everyone’s weapons are unique so why would you unequip them?
*You can now press X (Cancel) to rapidly scroll through dialogue. This will ignore softblocking. Great if you’re replaying the game!
*Loading screen will now respect Werecat and Ghost Mei.
*Updated Mei’s human graphics to use the art style of the other forms.
*Updated the Nix Nedar graphics set.
*Fixed a bug with Septima’s dialogue placeholder.
== Adventure Prototype 3 Bugfixes ==
*Fixed a bug that prevented the Bee Defeat sequence from playing.
*Added a description for Surrender (Suggested by RepeatedMeme)
*Fixed the 2 pixel alignment difference between abilities and items. That was bugging the h*ck out of me.
*Enemies will now stop during level transitions so you can’t get into a fight on the map edges.
*Removed the debug flag for the mirror in the Dimensional Trap. (Thanks, RepeatedMeme!)
*Removed debug flags for Florentina’s conversation near the end of the chapter.
*Fixed the bed being in the incorrect depth in the Quantir Mansion’s center-left room.
*Forging items should now correctly update the item description.
*Forging menu now displays Adamantite amounts, and also shows costs on the amount display.
*Being defeated by ghosts after becoming a ghost will no longer get you stuck. (Thanks, Hunter4242 and RepeatedMeme!)
*Made the debug menu’s level-warp feature stack lists so they’re easier to navigate.
*Added the Butterfly Knife to a chest somewhere in Evermoon forest.
*Debug menu changed a few colors to make it easier to navigate.
*Hold down Ctrl to move 10 steps on the debug menu at a time.
*Fixed some tile errors in Evermoon.
*Pressing cancel in the topics menu now correctly sets the scroll offset.
*Cleaned up all the unnecessary [TARGET| ] tags in the dialogue.
*Updated Mei’s Alraune combat graphics.
*Updated UI for situations where Mei is not in control of herself.
*Fixed the loading script not setting Mei to Werecat or Ghost form.
*Added flat colorings for Blythe, Nadia, Claudia, and Maram.
*Fixed Werecats not having a turn portrait.
*Forest music loop corrected.
*Added new dialogue portrait for Blythe.
*Added new dialogue portraits for Septima.
*Fixed the forge menu when you have a ton of items. (Thanks, RepeatedMeme!)
*Fixed enemies sometimes not chasing the player.
*Items should no longer persist when quitting back to the title screen and loading a game. (Thanks, RepeatedMeme!)
*Forge menu should no longer show the wrong requirements for upgrading items with no upgrade path. (Thanks, RepeatedMeme!)
*Indicators should no longer spawn during the salt flats sequence if Mei is not under control.
*You can now warp between camp fires. (Suggested by – like, everyone)
*Reversed the order saves are listed so the highest is first. Your most recent save is thus probably going to be the first listed. (Suggested by RepeatedMeme)
*All NPCs will now always spawn at the Pit Stop so as to remove player frustration waiting for the right one to spawn.
*You can now relive certain cutscenes after you’ve seen them, just check in at a save point and select Relive. (Suggested by Hunter4242)
*Fixed some voice cues.
*Fixed some alignment problems with earlier dialogues.
*Fixed various sizings and alignments in the menus.
*Skillbooks will now be read in the correct character’s voice.
*You can now read skillbooks from the campfire menu if you’ve already read them in the field. This means no more backtracking!
*Added the Doctor Bag. You can now Heal from the pause menu. You have 150 HP in the Doctor Bag, and you get some charges back from winning battles quickly.
*Added some new art.
*Updated Trannadar Nadia event to handle being a Werecat on the first and second meetings.
*Pepper Pie, Claudia, Cultists, and Our Next Move topics will refresh when they have new information.
*Added Camera Blockers to some maps. This should make the game world flow a bit more naturally.
*Mei can now squeeze through certain bars when as a Ghost or a Slime.
*Added handlers for characters when Mei has already met Claudia and is meeting someone for the first time.
*Added option to automatically use the Doctor Bag after each combat.
*Added option for left-side turn order displays.
*Options (except sound options) will now save between playthroughs.
*Equipment menu now handles very long lists of items.
*Equipment menu now shows a brief comparison between the equipped item and the queried item.
*Items that cannot be sold are now greyed out and show no price.
*Items you cannot afford to buy are now greyed out.
*Shop menu now handles very long lists.
*Shop menu now shows comparison data for Weapons, Armor, and Accessories. Items don’t really make sense in that context.
*XP values from enemies have been increased by about 50% across the board.
*Platina values from enemies have been increased by about 25% across the board.
*Fixed a depth issue with the werecat scavenger.
*Fixed door depth rendering issues.
*Climbables will now inflect even if there are no basic inflection points in the same map. Trust me, this matters.
*Fixed a bug when losing to the werecats at the camp in northern Evermoon.
*Updated Mei’s art and combat icons for Human form.
*Fixed voice cues for Outland Farm.
*Added Bee TF art.
*Added Ghost TF art. Only one for now, the other is in progress.
*Added Slimeville. Head to the eastern edge of Evermoon and talk to the friendly slime near the save point. Tee hee!
*Fixed a bug where a chest would spawn opened in the starting dungeon.
*Prisoner will now tell you a bit about the Doctor Bag before the starting dungeon really starts.
*Fixed a very large number of small dialogue bugs, such as using the wrong voice or missing a blocking cue.
*Florentina’s XP will now (roughly) match Mei’s when she first joins the party. Less grinding!
*Added second Ghost TF frame, updated Ghost TF to match.
*Buffed Florentina’s Vine Wrap and Intimidate abilities.
*Added the Rusty/Steel Jian weapon series. Lower attack power than the Katana series, but increases speed. The Rusty version can be found on the Salt Flats.
*Added Catalysts. Finding these items in blue chests will permanently increase the party’s stats, and they persist across the game’s chapters!
*Added a save point in the entrance to the Dimensional Trap Dungeon to reduce backtracking.
*Added a lot of chests to the game or modified existing chest contents. Less trash loot, more good stuff. Explore every corner!
*It is now a lot easier to get Joanie the Bee to spawn. Just ask Breanne about bees after becoming a bee.
*If Joanie can spawn, she will always do so.
*Fixed an error where you spawned in the trees when exiting the Pit Stop from the southernmost edge.
*Updated the combat information display to show when an enemy is resistant or vulnerable to your attacks.
*Updated most ability and item descriptions to make better use of the space. No more acronyms!
*Added voluntary ghost TF.
*Fixed a bug with the camera in the beehive basement. (Thanks, Tim Cotner!)
*Added display to the end of the victory screen which shows how many Doctor Bag charges you gained from a fight.
*Renormalized Doctor Bag gains so it’s per-enemy rather than just checking what the final turn counter is.
*Adventure Mode is now the first on the list. (Suggested by Chickenwhite)
*Modified the loading events such that slower computers will no longer run the game for a few ticks while loading. This should prevent getting into fights when very close to map edges.
*Re-entering the first room in the game without seeing the prisoner cutscene will no longer incorrectly position the prisoner. (Thanks, Chickenwhite!)
*Fixed an error where it was possible to enter Evermoon South in the water from Evermoon East.
*Fixed a bug where the chests were named incorrectly in Quantir’s Northwestern edge.
*The turn counter at the start of each combat round will not block turn activity so combat flows faster. (Suggested by Toasty)
*Fixed a bug where retreating would sometimes incorrectly position the player’s party.
*Edits to the Cassandra sequence dialogues.
*Added brief dialogue scenes for the first encounter of partirhumans.
*Fixed musical cues during the Cassandra sequences.
*Enemies now have visible viewcones. Stay out of their sight to avoid detection.
*Enemy sight range is now increased for most enemies.
*Enemies will now give you about 1 second of time in their view cone before they spot you and chase you down.
*Enemies chase slightly faster.
*Sneaking up on an enemy without them spotting you will give you a pre-emptive strike, giving +100 Initiative for the first round.
*Added Doctor Bag restoring entities to various spots on the map.
*Cassandra appears at the Trading Post if you rescue her. She might even have a hint on her past…
*Florentina now has the Regrowth special ability for 4CP. Recovers 75 HP.
*Mei now has the Regrowth special ability for 4CP when she’s an Alraune. Same as Florentina’s.
*All forms now have unique properties. These are displayed when selecting a form to transform into.
*You can now hold both Activate and Cancel at the same time to greatly speed up the text crawl and ignore blockers, so dialogue flows super fast!
*Alraunes, Bees, and Ghosts are now slightly tougher to compensate for your party dealing more damage.
*Skullcrawlers are now considerably tougher.
*Werecats are now slightly faster to compensate for the overall higher accuracy of the player’s party. They’re still easier than Prototype 3a.
*Fixed a bug where ghost maids used the wrong turn portrait.
*Made the Warden boss a bit tougher to compensate for the party’s improved damage and healing.
*Fixed a bug in Claudia’s dialogue.
Chapter 1 Release 1.00:
October 23rd, 2017
*Fixed not being able to create more than 7 saves (Thanks, aaaac!)
*Holding down run and running into a wall no longer consumes stamina. (Thanks, aaaac!)
*The flower on Adina’s field will no longer print the wrong examination message. (Thanks, aaaac!)
*Reduced farming problems from 4-7 to 2-5. (Suggested by aaaac)
*Fixed a problem with the overlay setting to the wrong time of day during the Adina sequence. (Thanks, aaaac!)
*Werecat Gang will no longer spawn after completing the Cassandra event. (Thanks, aaaac!)
*Florentina will now react correctly when meeting Claudia after finding her journal. (Thanks, aaaac!)
*Fixed a bug where the Doctor Bag would generate more charges than it should.
*Added a tutorial book on healing yourself to Blythe’s library. (Suggested by aaaac)
*Attack damage modifier from effects (Taunt, Intimidate) now correctly clamps at -50%. (Thanks, aaaac!)
*Buffed Mei’s Taunt ability to deal 30% Terrify damage (Was 10%).
*Florentina’s Intimidate ability now has a 1-turn cooldown.
*Bee Transformation will no longer have a slightly offscreen final bee form.
*Alraunes in the Trap Dungeon will now use the correct voice.
*Placed in the missing 3 Catalysts.
*Main Menu will now show how many Catalysts have been collected and how many remain. (Suggested by aaaac)
*Warden is now basically immune to stuns.
*Shops will auto-trim trash loot from their lists when they refresh.
*Some shops now have unlimited amounts of Adamantite Powder for sale. (Suggested by LightningShifter)
*Getting a second Pry Bar now just rewards you with 50 Platina so the inventory doesn’t clutter.
*Reorganized maps to use a subdirectory search method.
*Enemies who are ignoring you (because you’re the same form as them) will no longer render their visibility cones.
*Enemies who are chasing you will now show their viewcone in red.
*Enemies can no longer see you through walls.
*Enemies will now spot you faster if you are closer to them, making it harder to run right in front of them.
*Enemies will retain their spotting timer for a few ticks after spotting you. You will need to hide for longer to avoid them.
*Gaining the initiative in combat now gives +35% XP and prevents the enemy from acting for the first turn.
*Greatly simplified accessing the voluntary werecat transformation. Now all you have to do is fail to save Cassandra and join the cats when asked.
*Fixed the wrong Catalyst icon appearing in some cases. (Thanks, LightningShifter!)
*You will now receive a prompt to investigate the Dimensional Trap Dungeon when you’re level 5. (Suggested by aaaac)
*Florentina will now remind you to reforge your equipment if you haven’t done so. (Suggested by aaaac)
*After-combat dialogues are slightly more likely to play.
*Fixed an error in one of the after-combat dialogues.
*Updated all TF art with colored versions.
*Updated the slime art gallery.
*Fixed a bug where stun was decrementing below zero.