The Legend of Quintavius
Changelog
Known bugs
These are all known bugs in the official release. The bug list for the open beta is on it's game page.
The game can soft lock after defeating Greul in the dungeon battle, possibly from an unintended interaction between Quintavius, Greul, or other characters (courtesy of a bug report)
If the game is paused with no sounds playing for long enough, there will be a delay before sounds start playing again
Pausing the game while the camera is moving at an increasing or decreasing speed (as opposed to a fixed speed) can sometimes cause it to resume moving too quickly when the game is unpaused
Pausing the game right before the dragon leans forward can sometimes prevent her from leaning all the way
Quintavius can walk over a column in the dungeon after defeating Greul, or over the throne after defeating Theroth, breaking perspective
Secret dialogue removes the letters that already exist in normal dialogue if the pause key was used to continue it
Changelog
v1.2
Added hardmode, which is enabled by typing "hardmode" on the title screen, starting you from the beginning and disabling difficulty scaling and the player's extra invincibility frames, and displaying "hardmode" in the pause menu
Fixed a bug where Quintavius would still attack when the player clicks the ring toggle button, the pause button, or "Resume" from the pause menu
Fixed a logic error where difficulty scaling for boss' health was applied twice, which made them appear to take a lot of damage the first time they were damaged
Fixed a logic error where Greul wasn't affected by Morale correctly and always had bonus health while never having bonus speed (now he correctly has neither in the mountains and both in the dungeon)
Fixed a bug where the flame and glow effect on Quintavius' staff isn't removed during the dragon boss battle if vfx are set to "cutscenes only"
v1.1
Updated to the latest version of Stencyl (v4.1)
Added mouse controls to gameplay; left click to attack, right click to heal
Added more water to the dragon boss battle scene, which now douses Quintavius when he walks over it and removes the dragon's damage over time
Updated the hand button sprite with icons that display the function of the magic ring on each hand; boosted fire magic on the left hand (piercing fireballs), and boosted light magic on the right hand (self healing)
Updated the sprites of obstacle tiles such as bushes, stumps, and rocks with more contrast in their outlines and shading, and added some green goo inside the broken columns in the dungeon battle, hopefully making them easier to see
Updated the sprites of broken brick tiles in the dungeon to make them more cracked and decaying, making the holes in the floor of the final boss battle larger
The game no longer soft-locks on the secret wizard screen, instead it switches to another scene
The title screen cutscene now replays after the song ends, or if "cutscene" is typed on the title screen
The game over screen can now be skipped at any time (except for that one time in the final boss battle)
Replaced "Player damage" with "Quintavius' damage" in the victory stats after winning battles
Characters taking damage now only have a red tint applied to them, instead of additional invert and adjust hue effects
Theroth taking damage now applies a true invert effect to him, instead of the additional adjust hue effect
An additional sound effect now plays when Quintavius attacks in the nightmare
Fixed a bug where the map wouldn't be shown when trying to view it from the pause menu sometime after Quintavius already showed it to the party
Fixed a bug where the gnome's purple aura doesn't appear over him when he summons skeletons for the first time, right before the battle starts
Fixed a bug where reloading the first phase of Theroth's boss battle after the 3rd try would play music at the volume set for sound effects
Fixed a logic error where, in phase 2 of the Theroth boss battle, the difficulty scaling for Theroth's health was reset to default at the start of the scene (my bad)
v1.0 Official release
Updated all graphics with a new color palette, and added a few new graphics
Re-mixed all music, and added a few new songs
Edited several scenes, and added a few new scenes
Added, edited, and rewrote several lines of dialogue
Added in-game credits
Added more secrets
All save points are now unlocked by default
Menus can now be navigated with the mouse
Music now always pauses when the game is paused
Optimized visual effects settings
Added new scene transitions
Replaced all fade effects with changing opacity incrementally
Adjusted sound effects for dialogue and ambience, and added some new ambient sounds
Dialogue in cutscenes that keep a certain timing will now continue automatically instead of being manually continued by the player
Added a flashing arrow that appears in the dialogue box after a moment for lines of dialogue that the player does continue manually
Controls are now shown in on-screen text when the first battle starts
Added an icon that shows where Quintavius is on the map
Icons for other characters showing where they are in a battle now revolve around Quintavius and point to the direction that character is from him, instead of being positioned at the edge of the screen
Added a brief period of invincibility after Quintavius takes damage
Quintavius’ maximum mana is increased by 20% (from 8 “points” to 10)
The rate at which Quintavius’ mana recharges is now slightly slower due to weather in the forest and mountains
Quintavius now has a magic ring, which he can switch between his left or right hand by pressing H
When worn on the left hand, his fire magic is boosted and fireballs pierce up to 5 enemies
When worn on the right hand, his light magic is boosted and he heals slowly over time, more slowly the less sunlight there is
While the magic ring is on Quintavius’ right hand, fireballs lose piercing almost immediately; Quintavius can still hit multiple enemies if he’s directly next to them
Monsters will now regroup during battles
Added a “Morale” stat to battles that affects allies and monsters (not Quintavius or bosses)
Closer to the dungeon and further from home, the weaknesses of allies are exaggerated, and the strengths of monsters are exaggerated; slow allies get slower and weak allies get weaker, while strong monsters get stronger and fast monsters get faster
Added a complex difficulty scaling system that adjusts values after battles depending on what happened (see below for details)
Increased the total number of monsters in town battle and fields battle
Decreased the total number of enemies in forest battle
Removed slash visual effect from most characters’ attacks
Updated Nevariel and Assassin’s attack animations to include a brief slash effect in the sprite itself
Skeletons now play a sound when they are summoned
Added a health bar for Greul
Commissioned a new dragon sprite, and adjusted the dragon's movement to fit with it
Quintavius now instantly dies if the dragon's head collides with him
Added a slash visual effect to Theroth’s sword attack
Shortened Theroth’s collision box to match the perspective better
Made several changes to the first half of Theroth’s boss battle
Theroth can no longer be damaged
Fireballs now explode on contact with Theroth’s projectiles, but do not destroy the other projectile like in the second half of the battle
The length of time the player must survive is no longer reduced after their third game over
While not doing anything else, Quintavius now begins casting a spell with his tome, granting him a duration of invincibility in the second half of the battle equal to the time he spent casting the spell
Fixed several bugs probably
Decided that several bugs are actually features
A nonzero amount of other changes that I forgot to document
Difficulty scaling
If an ally was defeated, their max health increases slightly to a maximum value for the rest of the game, even if the battle was won
If a battle was lost far enough into it that the monsters decided to regroup (roughly 1/3 of the army), the total number of monsters decreases slightly for that battle until it is won
Otherwise, if the battle was lost roughly before the monsters decided to regroup…
If Quintavius was defeated while all other allies were still alive, the duration of his i-frames increase slightly to a maximum value for the rest of the game
Otherwise, if other allies were defeated too, the max health of all monster types present decreases slightly to a minimum value for the rest of the game
If a battle was lost and Greul was present with more than half health, his max health is decreased slightly to a minimum value
If a boss battle was lost, the boss’ max health decreases slightly to a minimum value
v0.5 Beta
Effects can now be toggled in cutscenes only; select the Effects setting and use left/right to choose between On, Cutscenes only, and Off
Resuming the game after toggling effects to Off or Cutscenes only now removes the appropriate effects (note: some effects still cannot be re-added after toggling effects back on without reloading the scene)
Some cutscene effects that still appeared even if effects was toggled off no longer appear unless effects are either On or Cutscenes only. These effects include:
Lighting for campfires
Lighting for the mystic's magic in the stronghold
The fade effect applied to characters entering doorways
Flashes of lightning at the dungeon entrance
Effects in the secret cutscene
Added text to the Settings menu that appears when effects are toggled while in-game, stating the save must be reloaded for the change to fully take effect
Added text to the Settings menu that appears when selecting "Jump to save point," stating score will be set to 0 when jumping to a previous save point
Fixed a bug where repeatedly pausing/resuming the game on the title screen after pressing any key to start would cause it to switch scenes early and sometimes not play music in the loaded scene; now the game cannot be paused after pressing any key to start
Fixed a bug where score was still shown on top of the corner of the Settings menu box
Fixed a bug where retreating enemies trying to go around a tree would go back and forth and never leave if they were in the center of the screen
The campfire no longer has weird lighting on its logs if effects are off
Fixed a bug where skipping dialogue too fast in the town hall would prevent the third section of the theme from playing
Fixed a bug where the volume of the ambient wind sound effects for mountains and caves adventure wouldn't change when sound effects volume was changed
Fixed a misplaced tile in caves adventure
Fixed a bug where, if effects were toggled off when Quintavius re-lights his staff at the stronghold, no sound would play and the scene wouldn't barely lighten for a moment to indicate this happening
Fixed a bug where the game would immediately crash when the second half of the final boss fight starts if effects were off
Fixed a bug where Quintavius' visual effect during the final boss fight would appear on top of him instead of staying behind him after defeating the final boss
v0.4 - v0.4.2 Beta
v0.4.2
Monsters retreating from battles will now move around trees in their way while staying on-screen, instead of just moving on-screen and then going up through any trees
Goblins retreating from the first battle will now go to the bridge and cross it instead of running to the left
Fixed a bug where pressing F would interrupt the sound effect when starting the game on the title screen (this is a broken fullscreen toggle that does nothing, I'm leaving it in for now in case it actually works for someone)
Fixed a bug where pressing Up or Down while viewing the map would still play sound effects
Fixed a bug where pausing and then resuming the game while Quintavius was showing the map in the town hall would cause the map to disappear instead of unpausing
Fixed a bug where score would still increase after the player was defeated, and if it's number of digits increased the new digit would be shown before the screen goes black
Fixed several bugs that caused Quintavius and the final boss to visually clip through the throne and its dais (some objects still clip through the dais)
The final boss' ranged attack can no longer land on the dais
Increased the intensity of the screen shaking during the final boss' stomp ability
v0.4.1
Fixed a bug where the game would still crash if a skeleton took damage while spawning
Moved the dialogue box to the top of the screen in the forest battle, so the assassin can be seen shushing Dmitri
The assassin now turns back to the trees when Quintavius investigates them
v0.4
Added slight changes to the ending background
The world map is now displayed at full size instead of 75% size
Slightly increased how long most songs fade out in scenes
The sound of approaching monsters before the fields’ battle begins now plays a little later than before
Fixed a bug where the game would still sometimes crash, specifically at the start of battles, if a soldier took damage before their AI was enabled
Fixed a bug where, when retrying the forest and dragon battles after a game over, the camera would be in the wrong place and then activate and follow Quintavius when the battle begins
Fixed a bug where, when retrying the town and fields’ battles after a game over, the camera would not activate and follow Quintavius when the battle begins
Fixed a bug where score was still given for healing soldiers during the gnome boss fight
Fixed a bug where skeletons would give 1 score from being hit by a player fireball
v0.3 Beta
Changed one of the lines in dialogue after the gnome battle
Added a new line to caves’ adventure dialogue
Quintavius and one of the monsters now walk up a little in the secret cutscene
Fixed a bug where sometimes the position of letters in text was slightly off-position
Fixed a bug where, in the town hall, the world map would sometimes appear under the landscape painting on the wall
Fixed a bug where the game would crash if a soldier took damage while still charging in some battles
Fixed a bug where the game would crash when the monsters in the dungeon started attacking each other
Fixed a bug where Greul wouldn’t have the correct icon after he returns to the dungeon battle (but it’s still sometimes wrong after he’s defeated)
Fixed a bug where the camera would scroll up too fast during the cutscene halfway through the final boss battle if the player didn’t previously reload the scene from a game over
Battle noises no long stop abruptly and instead slowly stop playing after scrolling back up during the final boss mid-fight cutscene
Fixed a bug where background effects could still be seen on the side of the screen if Quintavius was defeated by the final boss at the very edge of the arena
v0.2 Beta
Added a score display in the top right corner of the screen during gameplay (because I forgot to do that earlier)
Score is no longer set to 0 when jumping to a higher save point, only when jumping back to a previous save point
Updated all songs with a new mix
Greul now laughs when Quintavius is defeated if he isn’t currently fighting someone else
Added some broken columns to the dungeon with the green substance inside them
Added several eroded tiles to the floor of the final boss arena before the fight begins
Reduced the final boss' max health by 1/6th of his original max health
The final boss will now use his life drain ability much sooner after his battle begins once the player has been killed by him three times
Changed the moon sprite
Added a new song for the secret cutscene
Added a new animation for the final boss in the secret cutscene
Added wind sound effect to some scenes in the secret cutscene
Fixed a bug where the game could be paused during the splash screen
Fixed some bugs with the camera
Fixed some bugs where songs wouldn’t play or loop properly
Fixed a bug where “Victory!” in victory stats wasn’t centered
Changed victory stats to be left-aligned instead of centered
Fixed a bug where the save icon wasn’t removed shortly after being shown if the game was paused while it was there
User interface is now hidden shortly after Quintavius is defeated
Removed autoplay dialogue setting
Removed option to view credits from the settings menu while in-game; it can only be accessed from the title screen
Fixed a bug where characters could take damage during a mid-battle cutscene, while the player didn’t have control of Quintavius
Fixed a bug where monsters would go the wrong way when retreating from a won battle
Fixed a bug where the game would crash shortly after the gnome boss fight begins if effects were off
Moved the dialogue box from the top of the screen to the bottom in the forest battle
Fixed a bug where damage from trolls’ attacks was slightly delayed; now their attack speed is slightly increased
Fixed a bug where cave ambience wouldn’t play after switching to caves’ adventure from the cave entrance scene
Fixed a bug where the dragon would keep attacking after Quintavius was defeated
Fixed a bug where Quintavius and the dragon could be defeated at the same time
Fixed a bug where the dragon’s sound effect for breathing fire would continue if she was defeated while attacking
Fixed a bug where the dragon could become enraged and roar after she was already defeated
Fixed a bug where Quintavius and Greul could be killed by damage from being on fire after the battle already ended
Lightning at the dungeon entrance no longer has reduced brightness if effects are off
Fixed a bug where columns in the dungeon battle were missing a collision shape
Fixed a bug where the final boss wasn’t able to reach the player at the very top or bottom of the arena
Fixed a bug where the start of the song in the second phase of the final boss fight wasn't paused when the game was paused, interrupting it's transition to the next scene
Quintavius is no longer on fire in phase 2 of the final boss fight if effects are off
When the player touches the final boss' green substance attack, their health bar now displays 0 health
Fixed a bug where score was set to 0 if the player was defeated during the dragon or final boss battles
Removed black bars on either side of the building in the secret cutscene
Fixed a bug where the secret cutscene would loop back to the start halfway through and loop forever
Fixed a bug where monsters would disappear too soon before leaving one of the secret cutscene’s scenes, and would be killed right before leaving another of its scenes
Adjusted the timing of one of the secret cutscene’s scenes
When the secret cutscene finishes, it now switches to the town battle instead of the prologue
v0.1 Beta
There is now a sound effect for the approaching army in fields’ battle
Adjusted the timing of cutscenes and the path of characters in adventure cutscenes
Adjusted adventure cutscene spawn variations
Added a sound effect to rocks hitting the ground and breaking at the stronghold entrance
Moved the lower column at the stronghold entrance to the right by one tile
Made the dragon’s attack intervals slightly random instead of a fixed amount of time
The dragon now becomes enraged sooner
Fireballs and dragon attacks now play a sound when they explode
Glow effect of the mystic’s fire magic in the stronghold now also flickers
Soldiers now gather around the dungeon entrance
Added visual effects to the two monsters fighting each other in the dungeon
Most columns in the dungeon battle arena and a few other columns in dungeon adventure cutscenes are now broken
More soldiers look at the enemies approaching at the start of the dungeon battle
Quintavius now walks around Greul before crossing the bridge
Adjusted position of camera during the final boss battle
Splats of the final boss' attack now flip their sprite randomly, and have a slightly random size
When splats of the final boss' attacks disappears over time, they now reconvert eroded tiles
Added a secret cutscene
Fixed a bug where the flashing effect of the “Press any key” text on the title screen was too slow
Fixed a bug where the sound effect for dialogue doesn’t play during the prologue
Fixed a bug where “CHARGE!!!” text isn’t hidden when the game is paused
Fixed a bug where, in the town hall, the map didn’t slide away and instead disappeared after one second
Fixed a bug where the camera’s position was off at the start of the fields’ battle, and slightly off at the start of the town battle
Fixed some bugs where the z order of characters wasn’t correctly set
Fixed a bug where pressing the heal key still creates the light effect even when Quintavius is defeated, and on the game over screen
Fixed a bug where the gnome’s aura appeared below him instead of on top of him
Still bugs with auras, they might appear over trees
Fixed a bug where Greul and bosses didn’t give score
Fixed a bug where sometimes the second dungeon adventure cutscene would switch to the third too soon after dialogue
Fixed a bug where the mystic was missing from one of the dungeon’s adventure cutscenes
Fixed a bug where the hand in the dungeon wasn’t animated correctly
Fixed a bug where several sound effects were missing from the dungeon battle cutscene
Fixed a bug where the final boss could use abilities at the same time
Fixed a bug where splats of the final boss' attacks aren’t created on some tiles
Maybe fixed a bug where a soft lock could occur after Quintavius follows Greul up to the bridge in the dungeon, and the game wouldn’t display dialogue afterwards