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** There was intended to be a content update to the game that would expand more on Veritus and the Dread Hand, taking place after a TimeSkip. However, it was eventually decided that it would be better to make this content into a separate game instead.

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** There was intended to be a content update to the game that would expand more on Veritus and the Dread Hand, taking place after a TimeSkip. However, it was eventually decided that it would be better to make this content into [[VideoGame/{{Veritus}} a separate game game]] instead.
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** Ashwood was intended to be much more of a jerk who got better over time, and his cellar was going to be an entire dungeon where Inkwell would be fought at the end. In the final game, the cellar is just one room while Inkwell is instead fought at the Pirate's Pier, and Ashwood is much nicer (though he still gets to have some development in the form of becoming a bit more humblr and marrying Lynn).

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** Ashwood was intended to be much more of a jerk who got better over time, and his cellar was going to be an entire dungeon where Inkwell (who was going to be [[FaceMonsterTurn a transformed Ashwood]]) would be fought at the end. In the final game, the cellar is just one room while Inkwell is instead fought at the Pirate's Pier, and Ashwood is much nicer (though he still gets to have some development in the form of becoming a bit more humblr humbler and marrying Lynn).
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* OrphanedReference:
** Originally, each marryable character was going to have their own small dungeon that would be exclusive to them, and would end with them automatically marrying you at the end. Only the Bjerg Castle, for Mariana, was left in, with the other characters either having sidequests or segments that didn't end in automatic marriage, or involving larger dungeons which were required to be completed as part of the post-game quest.
** Speaking of the Bjerg Castle, the first room in the Howling Bjerg shows an unreachable door. You were supposed to be able to exit through the locked door at the Bjerg Castle and it would turn out to be that same unreachable door, but there were problems with getting it to work with the code.
** Oran was going to have a crossbow at one point, which is why Shadow Oran has one when you fight him in Daemon's Dive, but that idea was scrapped because the developers didn't want to make things too easy by giving him a ranged attack.


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** As mentioned above, each marryable character would originally have their own dungeon that ended with automatic marriage, but only Mariana's was kept in.
** Ashwood was intended to be much more of a jerk who got better over time, and his cellar was going to be an entire dungeon where Inkwell would be fought at the end. In the final game, the cellar is just one room while Inkwell is instead fought at the Pirate's Pier, and Ashwood is much nicer (though he still gets to have some development in the form of becoming a bit more humblr and marrying Lynn).
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* AscendedGlitch: The Flare Knuckle is supposed to let you jump over 1 tile, but players found that if they charge the pickaxe and then press the button for the Flare Knuckle, it not only lets them jump over 2 tiles but also allows them to go through certain obstacles and enemies without taking damage. It became popular with speedrunners and made some off the harder boss battles much easier. The developers decided to keep this feature in, and the Enlightenment dungeon actually requires it in order to travel over 2-tile gaps.

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* AscendedGlitch: The Flare Knuckle is supposed to let you jump over only move forward by 1 tile, but players found that if they charge the pickaxe and then press the button for the Flare Knuckle, Knuckle's corresponding button, it not only lets them jump over move 2 tiles instead but also allows them to go through certain obstacles and enemies without taking damage. It damage, as well as allowing movement while charging it. This became popular with speedrunners and made some off of the harder boss battles much easier. The easier, and the developers decided to keep this feature in, and leave it in; in fact, the Enlightenment dungeon in the game's last content update actually requires ''requires'' it in order to travel over 2-tile gaps.
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* AscendedGlitch: The Flare Knuckle is supposed to let you jump over 1 tile, but players found that if they charge the pickaxe and then press the button for the Flare Knuckle, it not only lets them jump over 2 tiles but also allows them to go through certain obstacles and enemies without taking damage. It became popular with speedrunners and made some off the harder boss battles much easier. The developers decided to keep this feature in, and the Enlightenment dungeon actually requires it in order to travel over 2-tile gaps.
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They were included in the new content update


** There are also unused sprites for mole enemies that burrow out of the ground and throw rocks at you that don't appear anywhere in the actual game.

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Removed: 223

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The new update now has the animate crocodile statues


** There are silhouetted dialogue sprites of some of the characters, likely intended for the segment with [[spoiler:Oran's HeroicBSOD after Pa and the Sheriff are killed]], but in the actual game only the Dockmaster's sprite is used.

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** There are silhouetted dialogue sprites of some of the characters, likely intended for the segment with [[spoiler:Oran's HeroicBSOD after Pa and the Sheriff are killed]], but in the actual game only the Dockmaster's sprite is used. There's also some silhouetted overworld sprites of characters who do not appear in this segment.



** There's unused sprites for what appear to be animate versions of the crocodile statues found at the Crocasino, implying that they were originally going to be one of the enemies encountered in one or both of its dungeons.
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** There was intended to be a content update to the game that would expand more on Veritus and the Dread Hand, taking place after a TimeSkip. However, it was eventually decided that it would be better to make this content into a separate game instead.
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Requires Word Of God confirmation


* AuthorsSavingThrow:
** The Reflective Crypt didn't have a teleport statue at the very end in earlier patches of the game, meaning that if you reached the end without the Harmonica, you would have to backtrack all the way through the last section of the dungeon to reach the previous statue in order to go back to the entrance (or just close and restart the game outside your house), as well as go through all those rooms again when returning (not helped by the fact that these rooms had ice, making them even harder to pass through if you didn't have the appropriate boots). Eventually, an update added a statue to the first and last rooms to make backtracking much easier.
** Originally, buffs would not only clear upon losing all your HP but also if you quit the game, even if you had saved beforehand. Over 2 years later, this was finally changed so that buffs would not be lost upon quitting.
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I found the unused sprites with Asset Studio

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* AuthorsSavingThrow:
** The Reflective Crypt didn't have a teleport statue at the very end in earlier patches of the game, meaning that if you reached the end without the Harmonica, you would have to backtrack all the way through the last section of the dungeon to reach the previous statue in order to go back to the entrance (or just close and restart the game outside your house), as well as go through all those rooms again when returning (not helped by the fact that these rooms had ice, making them even harder to pass through if you didn't have the appropriate boots). Eventually, an update added a statue to the first and last rooms to make backtracking much easier.
** Originally, buffs would not only clear upon losing all your HP but also if you quit the game, even if you had saved beforehand. Over 2 years later, this was finally changed so that buffs would not be lost upon quitting.
* DummiedOut: There are several unused assets found in the game's files:
** There is a sprite for the dead body of [[spoiler:Sheriff Vann]]. In the game proper, he gets blasted offscreen, so we don't see it.
** There are silhouetted dialogue sprites of some of the characters, likely intended for the segment with [[spoiler:Oran's HeroicBSOD after Pa and the Sheriff are killed]], but in the actual game only the Dockmaster's sprite is used.
** There are unused sprites of Oran riding a minecart both alone and with Oakley, as well as enemies riding in them and some tracks, suggesting that Oakley's marriage path was originally going to involve a minigame where they rode in minecarts. In the final game, this is instead changed to two different stealth sequences depending if you talk to the Gravedigger after getting the Blessed Pickaxe but before continuing with Oakley's marriage path or not. There's also an unused image of tracks in what appears to be the Tidal Mines, suggesting that this scrapped sequence would have taken place there or somewhere similar.
** There's unused sprites for what appear to be animate versions of the crocodile statues found at the Crocasino, implying that they were originally going to be one of the enemies encountered in one or both of its dungeons.
** There are also unused sprites for mole enemies that burrow out of the ground and throw rocks at you that don't appear anywhere in the actual game.
** It's possible that one of the casino minigames was going to involve rolling dice, since there are unused sprites for dice being rolled and landing on different numbers.
* WhatCouldHaveBeen:
** The artbook shows several ideas that came up during the game's development, such as Oran having an AmbiguousGender and a lack of personality so that the player could project onto him more (with several different concept designs), Hugh being older and overweight, and Crocodile at one point being an actual, antrhopormophic crocodile.
** One of Amadeus' designs had him with a noose around his neck or hanging from his beard, implying that he was originally going to have been executed by hanging rather than drowning, but this design was scrapped for being considered too dark.
** There is concept art of [[FishPeople Ulni]], one of the [=NPCs=] in the Colorless Void, wearing a wedding dress, implying that [[InterspeciesRomance she was originally going to be one of the characters you could marry]]. A sidequest where you help her collect stories for a new "sister" may have been left over from that.
** The names of some of Mariana's sprites in the game's files refer to her as Molly, suggesting that that was originally going to be her name.
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