Hey guys, our new demo version is online now! Check it out, and be sure to use the "RSW Bug Reports" tab here on the game page to report anything unusual. I've included a list of issues I'm already aware of to make it easier to report things.
It occurred to me that more characters needed healing abilities, so I've added a few new abilities to some characters.
RED MAGIC Bolster: Restores HP. Restores more HP for each positive status condition affecting the target.
This spell's power is about halfway between Cure and Cura, but can be increased by targeting characters with positive status conditions. Each positive condition adds 20 points to the spell's power level. It's basically the opposite of Lyra's Exploit spell, which deals unblockable damage that increases for each negative status condition on the target.
SURVIVAL Healing Herbs: The healing power of this ability has been increased to be on par with Cura. It also now cures Venom status in addition to Trouble status.
MATERIA ARE BACK AGAIN I couldn't get Paradigms working the way I wanted them to, or create a suitable menu for displaying their effects, so Materia are back. I kept them simple! Equipping a Materia adds a spell or two to the character's ability list, allowing other characters to use White, Black, and Red magic spells. Some Materia offer no skills but passive stat increases (ex: HP Plus). They are expensive items, but hopefully they'll serve their purpose to grant more viability to characters without high-damage magic attacks, like Cid/Reeve/Beclem.
Protip: Equip a Cure Materia on Wedge during the RSW demo and use Focus to increase the healing power by 50%. =)
COMMAND ABILITY CHANGES Some character command abilities have been slightly altered.
STEAL & BLESSING These command abilities no longer require any charge time to execute. As a result, Blessing has been slightly weakened, while the Cure spell has been buffed a little bit.
FOCUS This ability has been buffed somewhat. It only uses 25% of the ATB, giving it sort of a "quick action" element to it. It takes much less time to boost Wedge's magic power up by 50% now, and disappears after he takes his next action following a full boost.
JUMP This ability has also been slightly buffed, taking less time to charge. It used to take a full turn, but now takes 3/4 of a turn to charge and execute. It can critical and takes on the properties of Reeve's equipped weapon, allowing it to deal elemental damage or inflict states based on the weapon equipped.
TOOLS Auto-Bowgun: Now deals normal physical damage, instead of 0.7x physical damage. It can also critical.
WHITE MAGIC Float: This spell has been given an inherent offensive capability. Targets under the effects of Float become weak to Wind-elemental damage, while retaining immunity to floor damage and Earth-elemental damage.
Players will be able to see most of these changes when they play the new release on May 4th.
Hey everyone, I spent some time yesterday compiling the font from Final Fantasy Complete Collection (PSP). For those of you who don't know, image-based fonts (known as an SFont) are usable in VX Ace via a script made by Victor Sant. I've finished compiling it in all 32 default colors (at least I think they're the default colors).
Example of Final Fantasy Complete Collection SFont in-game.
I've included the .PSD file in this archive in case anyone feels like they want to make any adjustments to the font (or easily add more colors). Hopefully, someone gets some use out of this SFont as I have.
First things first, please ignore how messed up the actual land looks (I use the snow tiles to outline where I'm gonna put mountains and stuff).
Anyway, this is what Gaia is currently looking like. I wouldn't expect it to stay this way as more work is done on it, but the general locations will probably stay where they are. I've marked the locations that Cid and Lyra will both be able to visit (in a general sense, some places are inaccessible).
Oh! One more thing. Lyra will be able to briefly (very briefly) enter the Archadian Badlands (the area where random encounters can consist of any monster party previously defeated). While there, if you stop in Rabanastre, you may catch a glimpse of a future party member. =)
Hey guys, just wanted to drop in and talk about a new area that you'll be able to access later on in the game (unfortunately, it won't be in the demo release). The Archadian Badlands function much like the Veldt in Final Fantasy VI. Utilizing a script I requested (thanks, Galv, you're the best), this specific area of the world map can load any previous monster party you've defeated before (except bosses and scripted battles).
It's a good place to practice battling different monsters, learn any Blue Magic spells you may have missed, or collect synthesis components. There are a few other areas within the Badlands, like a town (Not sure which one as yet), a chocobo forest for getting around easier, and you can travel safely back into other parts of the Archadia continent via the Big Bridge to the west.
Other than that, the Lite Demo release has reached 3,000 downloads as of today, so thank you to everyone for trying the game out! Hopefully the next official demo release will also see 3,000 downloads.
It dawned on me that not enough player and enemy abilities added buff/debuff effects. So, I've gone in and changed a few abilities to add these effect in.
Reeve's Dragonkin abilities Lancet and White Draw will now apply debuff effects as well as drain MP/HP. Some other abilities from characters who are primarily centered on physical abilities (Beclem, Leon, Kelger) may also see some new changes to their abilities.
In addition, a few enemy attacks also have a chance to add some debuff effects to party members, making skills like Dragonmend and Resist more viable options during battle. There won't be a ton of buffs/debuffs being thrown around early in the game, though. This is more of a change for later when those skills to counter them become available.
Some Numerical Stats Enemies: About 50 different enemies
Boss Battles: 6
Relics: About 10
Paradigms: None, sorry!
Draw Points: About 6
There's still a lot of work to be done, but I am putting in a few hours of work each day to get new areas completed. Even if I finish the game events ahead of schedule, I may hold off a bit on release while I try to fix some incompatability bugs with scripts (I've had to disable some aesthetic things for now such as animated states and animated cursors).
All in all, it's going well! I'll keep any demo release information updated on this blog post.