Sapphire Caves

Sapphire Caves, being the finale for a personally great series, is be a game made after Darkest Dungeon. You control a team of 9 heroes, split up in parties of 3, against enemies with different abilities and weaknesses. There are several factors complicating things such as Fear, Damage over Time, Utilities, Counters, and many other things. It is fully turn-based but has a large adventure-progression line.

Story
(continued from Emerald Chambers)

Two years (a very long time for our inpatient heroes) after Emerald Chambers, many things have changed in the world. Magic is mainstream now, and while weaker spells were known to most people before, some wizards, engineers and more shady figures have figured out fireballs, buffing allies and enchanting weapons. The six characters from the Caverns and Chambers are widely known as heroes, though Anuma is missing in action. Everybody has lived for a while on their own, sometimes going to the dungeon to train or test items, but mostly resting and researching new battle options.

However, Gyranus, the third God of the world, is still missing.

Both Raimor and Dionae frequently visit the party to summarize, search and discuss new findings. But even they have no idea where the third dungeon might be. All they know is that, once found and ready to enter, it's going to be a long and tough final mission.

One day, one Cultist, estranged from their leader, came to the heroes. In front of the Warrior, the Mage, the Thief, the Blaze, the Spirit and the Evoker, he explained the Cult placed the statues in Emerald Chambers in the hope for them to invoke the gods. After that failed, they located Sapphire Caves, and moved there to prepare the final battle against Gyranus himself. However, their resources depleted quickly, and it turned out the Caves are much tougher than the easy-to-navigate Chambers... a mutiny later, he exchanged the location to the party, and hastily left off. The finale has begun!

The group knew that they cannot do this alone. Even with 6 experienced and powerful people, there is no way their old and rusted gear can consistently strike down foes. So they used their past adventures: locating NPC's like Marc, Morro, Haedron, Rex and some more to help with maintaining the base. After all, nobody knew how long they were going to stay there...

After many considerations (and protests from the Thief), everyone agreed that three new heroes needed to be recruited. Luckily the party didn't need to search: three mysterious characters named the Angel, the Demon and the Reaper showed up one day, claiming they were powerful enough to help the quest. Unfortunately for the party, they didn't question the new ideologies and motives too much... they're hiding something.

Downloads
Sapphire Caves 1.1.0 is complete and can be downloaded and played here!

Map + resourcepack: https://www.mediafire.com/file/2o4q61xwzsiliqg/SC-Pack_110.zip/file

The map: https://www.mediafire.com/file/rgstk9dsfyc2kp0/Sapphire_Caves_110.zip/file

The resourcepack: https://www.mediafire.com/file/o6iomp58xzkfpu6/SC-RP-110.zip/file

Known issues
Only "game-breaking" issues are mentioned here. Visual glitches and strange interactions are not relevant (though will still be fixed).


 * 1.0.0: When the Glob Lord is selected in the boss log, mission can't start properly, softlocking the game.
 * Fix: "/function lobby:mainload" and deselect the Glob Lord in the log.
 * 1.0.0: Not shift-clicking but instead dragging Rex's upgrades removes them.
 * Fix: "/clone 25 4 26 25 4 25 25 9 25" resets the upgrades.
 * Alternatively, just do "/data merge storage lobby:upgrade {Prepare:{Upgrade1:4b}}" and "/data merge storage lobby:upgrade {Prepare:{Upgrade2:4b}}" to not need them at all.
 * 1.0.0: Level 4+ "Darkness Bond" sets the From the Darkness damage to 0.
 * Fix: "/scoreboard players set Base29 Math 29" makes it deal massive damage again.
 * 1.0.0: After losing to Master Grey, his second phase becomes unreachable.
 * Before each attempt, do "/setblock -23 6 1 air".
 * Alternatively, "/setblock -23 6 1 red_stained_glass" beats him for you.
 * 1.0.0 - 1.0.2: Frostfire Barrage (from the third Finale mission) deals way too much damage.
 * This a bug, but the "fix" is to properly protect the Demon with buffs and a good Relic.
 * Alternatively, "/function main:dev/progress_finale", then reload lobby clears the mission for you,
 * 1.0.0 - 1.0.2: Pigs can spawn from spawners.
 * "/kill @e[type=pig]". Pigs are not used anywhere in the map and they do nothing here either.
 * 1.0.0 - 1.0.2: Control Units/Master Units can kill themselves on their turn, softlocking the game.
 * "/function main:turnpass/setup" should work just fine.
 * 1.0.0 - 1.0.2: Triggering the 7th battle in the third Finale mission breaks the battle
 * Fix: "/function lobby:mainload" to restart the mission. Next time, try trigger the 7th fight in a room - do "/function main:dev/scout" to see where the hallway battles are.