ITCH | MEGA | ITCH-DELUXE | MEGA-DELUXE
This week was mostly a dungeon crawling week to further the main dungeon. The Highwarden Keep: Cellar area is now properly implemented and no longer a placeholder map.
I decided against making the area itself too crazy. While strong, most encounters - regular or bosses - are mostly made up of existing concepts. I wanted to do a couple other things but decided to save those for the main building since the cellar path is not supposed to be insanely difficult. It's more about there being a bunch of different gimmicks that all interact with each other. Fog effects are back, poison tiles are back, zombies/skeletons/revenant have their upgraded versions, revival based enemies, etc.
There is a crazy boss fight in the HIghwarden Keep: Inner Bailey though. I implemented the placeholder boss there now and I don't expect anyone (except for those who have literally grinded the area level down to the minimum) to be able to beat that one right now. It's more to set the next big goal and to motivate players to find alternative points of entry for the main building (such as the jump check and the cellar entrance).
If you do manage to somehow beat him, you will get an OP material though. (Better how Edgar doesn't steal it.)
I also wanted to add some minor lore and tid bits to the cellar dungeon but I didn't want to squeeze that into the last dev day and instead worked on improving Scam Records by adding a new Negotiation Request where you can ask Edgar for access to the first floor of the Town Archives.
And then on the technical side, after 5000000 years, thanks to our assistant developer Trihan we finally have renameable saves. It's a topic that has been brought up a lot but I kept pushing it back because it's simply so annoying.
It's actually two problems in a trenchcoat. First there is a big UX question on how it should work in a way that is transferable to all forms of inputs (Mouse/Keyboard/Controller/Mobile) which is an issue many other games focusing on a smaller set can ignore. Also I am not a big fan of menus that require lots of clicks (currently playing Gothic 1 Remake and you need like 3 clicks to create a new manual save because of constant confirmations in context menus...) so that's also something we need to keep in mind. And then also scalability in case we want other similar functionality.
And then the second issue is generic text input from the user. Again, across all possible forms of input, with all the pitfalls of "normal" text processing. The reason today's release is at 1 AM in my timezone is because Trihan and I spent the majority of the evening getting all those things ironed out so text selection, deletion, pasting, copying text, etc. all works... The bright side is we have now also developed a generic text input method for RPGMaker that doesn't rely on manually selecting the letters and can reuse that in the future to replace certain parts you need to do that (e.g. quiz quests in SKA). Except of course if you are using a controller, in which case you still get the letter selection based dialogue that you can navigate with that.
Changelog 0.6.0-prerelease-7 (19.06.2026)
Added BGM Shared Wounds
Highwarden Keep Cellar: Assembled tilesheets
Highwarden Keep Cellar: Added detail mapping
Highwarden Keep Cellar - Underwater: Added detail map
Highwarden Keep Cellar: Added encounters and loot
Highwarden Keep Cellar: Added boss Vampiric Caretake
Highwarden Keep Cellar: Added boss Amalgamation of Souls
Highwarden Keep Cellar: Added boss Werewolf Jailer
Highwarden Keep Inner Bailey: Added boss Demonized Highwarden Thorne
Implemented naming of save files
Added formula: Anti-Plantoid Oil
Added material Maleficum
Added Scam Records Negotiation to allow Liora to access the first floor in the Town Archives
Balancing
None
Bugfixes
Fixed being able to learn rank II martials without learning rank I first
Fixed skill learn messages appearing for skills with a type of none
Fixed Elementary being offered immediately after finishing Alchemical Experiments
Fixed Merchant Anthony still being visible after Fair Trade is completed