Small Enemy Update:
Wandering Poe(Sapling*This is the revamped, and completed version of the Night Stalker Poe*)- hey appear invisibility at night, this enemy will slowly approach an npc/player and drain them of their life unless they use some sort of light to reveal the Poe. Another way of revealing the Poe is to have it follow you near a light source, for example, a nearby torch. If they do happen to get too close to ANY light spruce, they will instantly die. There are about a few of them wandering near small towns and the only way to permanently rid of them is to complete a certain quest. Their counterpart are shadow poes, which are more viloent. Shadow Poes only exists once Braizal awakens.
New Version of the Keese Enemy- During the day, they sleep in caves, but at night they are awake. The player can confront them anytime. If they are a sleep, they can be defeated easily, tey can also wake up if they hear a loud sound and or footsteps nearby.
Stalfo(Archer,Warrior,*adding more to the faction*)- They will appear in temples and caves. They can be defeated very easily, but to rid of them for good you have to either toss their broken remains into water, use a bomb to destroy their remains. Tossing Stalfo remains at another broken Stalfo will just form a tougher one, so it is best to try to get rid of them before they come back.
Thevies- If you get close to them, they will start to run towards you. If you happen to get hit by them, they will steal whatever you have(rupees, bombs, arrows,sol,etc.) They are commonlyfound in forest, and caves, and if the player defeats Dasum, most of the thieves will disappear in common locations.
Bush Baba - They hide in bushes and await anone that comes nearby. Once they emerge, they will start to bite at the player. They only have 1 Hp so they can be beaten easily. If the player were to defated it while it is in attack mode, upon defeat a deku stick will appear.(Deku sticks are not collectable items, however, the are Environmental items.)
Mad Deku - They appear in buhes and will spit deku seeds at anyone that confronts them. As always if the deku seed were to hit them, they will pop out of their location and can be defeated, however, if the player takes too long, they are able to escape the area.
ReDead(draft object) - They wonder about within a hidden well. I've only coded them to move aimlessly, and if the player is close, they move towards the player. They are able to heal if they hurt the player and or a fallen ReDead is nearby. The somewhat more intelligent version of the ReDead are able to fight you, using rocks and sticks found near them, unlike their mindless counterparts they to not attempt to bite you, instead the choke you, and if you are by a watr area while finding them, they are willing to try and drown you. They are immune to stuns, however, a burst of light coming from Sol Orbs will freeze them in place. ReDead only appear in one location in game and no other place, the reason for this is because the area they are in was some sort of testing area, a place where some people do verious test on lviving people which resulted in ReDad and other monsterous looking beings within that location.
There is still much work to be down with these guys.
Overworld Updates:Orlo Gale Pass is done. I usually used warps to go to areas just to do some tests, but now I've made a map which connects Flora Town Pass to Orlo Gale Forest.
Coding:LtL Jumping has been improved. Instead of making tons of objects, I am using only 3, and one global(global.GroundLv="") Depending n where the player is in a room(Second Floor within a room or higher) some objects will activate, which grants the player to jump ledge to ledge without going back downstairs just to get to the other side of the room.
The menu has improved as well. It shows all weapons and items the player is able to get. It also has 2 slots for QI1 and QI2(Quest items).
Item selection is similar to LTTP, instead of 2 slots, I made it so the player can us 3 slots, buttons (Z,X and A). Special items would have their own button, for example, to use the ocaria, you have to press Q to take it out to use, and Q again to put it away, since the ocarina is in real-time, any damage the player takes will cancel the effect.
Goodnight's Clock has been improved. It now controls a 30 day calender, along with thedays of the week. It also controls object within rooms, for example, some npcs will appear during certain times of the day. The last thing I am trying to do is to make object shift around withut the player noticing, similar to how this was done in Majora's Mask. The only idea I have now is to use faders, but that is just a placeholder.
There is also a random weather effect, but that is not done yet, however, I managed to add raining.
Sprites:Updated some of Lin's sprites(Normal form and Deku Form), once that is done, I can finally finish on Zora Link and Oni Link.
Major NPC still needs some work.
Once I get a couple of things done, I'll post up some screens, and possibly a new vid, the version of this engine is now ZFG v 1.0