Game Updates - December 2015

Update - December 21, 2015 (Developer's Build 0.5.0)
Ice Cave 1b Ice Cave 2b Ice Cave 3b Ice Cave 3c Ice Cave 4 Ice Cave 5b Ice Cave 6 Dark Cave 2 Dark Cave 3b Dark Cave 3c Dark Cave: Intro Dark Cave: Dog Puzzle Dark Cave: Music Room Dark Cave: Library Water Cave 1 Water Cave 6 Water Cave 7 Water Cave 8 Water Cave 9 Water Cave: Hub Water Cave: Tide
 * Designed 2 new puzzles (not yet implemented)
 * Added additional puzzle exporting functions
 * Added a new map
 * Fixed a bug related to jumping on geysers north/south
 * Fixed a bug where some load files would be corrupted depending on what puzzle option spawned
 * It is now possible for all 24 citizens to be killed (rather than the 12 in the demo) – this is true even though the remaining 12 can’t be found wandering around Vidar just yet
 * Consolidated some graphics related to villager death; all NPCs that die now properly show up as black and white on the continue screen
 * Iteration: on reaching the end of a room in the puzzle dungeon, you’ll be given an option to either return to Vidar immediately (ending the day early) or explore any room you’ve previously visited (including the room you’re about to exit). You cannot start the next room until the next day. On returning to the cave on day 2 and after, when jumping down, rather than always starting in Ice Cave 1, you’ll be given the same menu. If, the previous day, you reached the end of the last room, then on jumping down you’ll be able to immediately teleport to the “next” room.
 * As a result of the above changes, the following maps are currently disabled (don’t worry, they’ll come back!)
 * Relatedly, Puzzles 2, 3, 12, 13, 14, 17, 22, 23, 28, 29, 36, 37, 38, 39, 42, 43, 44, 45, and 58 are no longer accessible – but again, they’ll be back! These puzzles are no longer spawned when you start the game
 * However, starting the game will now spawn all of the rest of the puzzles. Until a progress bar is implemented, expect this to take up to 5 minutes.
 * It is known that the save menu is incredibly laggy. Working on it!
 * Iteration: Running out of oil in the Dark Cave will not kick you out. It will, however, make it very difficult to see.
 * Added text for checking the oil level in the lantern if you have no oil
 * Increased default player speed slightly
 * Moved the lantern to Ice Cave 5a
 * Moved the hookshot to Dark Cave 5
 * Removed the entrance to the Dark Cave (sorry doggy!)
 * Fixed a bug where the dark torchlight would still display on returning to Vidar from the Dark Cave
 * Fixed a whole slew of bugs related to NPC death
 * General code clean-up; always a good thing.

Update - December 14, 2015 (Developer's Build 0.4.5)

 * Added another map
 * Added additional puzzle element spawning features
 * Fixed various bugs related to reading books in Boulder Cave 1 Option 3
 * Added text for “History of the Kingdom: Volume I”
 * Fixed a bug where Puzzles 64 and 65 would not spawn
 * Fixed a bug where Puzzle 66 would spawn in the wrong place
 * Fixed a bug where interacting with certain switches in Puzzle 66 would crash the game
 * Added Puzzle 67 Option 0 – this option uses geysers!

Update - December 8, 2015 (Developer's Build 0.4.4)

 * New Mechanic: Gargoyles. You can attach to a gargoyle via hookshot, then pull them (slowly) across the ground. Gargoyles serve as weight so they can stand on pressure plates.
 * Added Boulder Cave 3 and Boulder Cave 4
 * Added Puzzle 65, which uses a gargoyle!
 * Added Puzzle 66, which also uses a gargoyle!
 * Added dialogue for Gusztav in Boulder Cave 1 Option 5
 * Dialogue boxes are now no longer limited in their size, and can be large when they need to be large