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Updates, updates!

Lots of script tweaking from me this week, among other stuff...

Aesthetic Changes
  • Paul and I are finalizing a new logo for the game, one more fitting to the game's overall plot.
  • The game's title menu now has some animation.
  • Damage popups no longer draw text, but use images to display damage.


Character Changes
  • This is one of the tricky bits of this update. We have two new secret characters, but we're opting to actually keep them a secret. Forever. Players will need to unlock them on their own. The addition of these final characters brings the playable main cast of characters to a total of 17, excluding guest characters.


Skill & Equipment Functionality Changes
  • Jump no longer has a casting time to execute, takes a turn to deal damage, and Reeve can no longer be targeted, healed or damaged while jumping.
  • Meditate no longer applies a random buff on Beclem. It has returned to using a previous function of increasing the damage of the next physical attack, much like Wedge's Focus does for magick attacks.
  • Any status condition which affects damage now does so with a flat rate multiplier, rather than adding points to stats to achieve a damage increase or decrease. For example, Bravery now increases physical damage output by 30%, rather than raising Attack Power by 30%. Status conditions affected by this change include Bravery, Faith, Focus, Meditate, Curse, Petrify, MP Turbo, Serenity (Paradigm), and Chi Focus (Paradigm).
  • Beclem's Paradigms no longer dictate which Blitz abilities he has access to. Beclem now has access to any Blitz learned at any time. His Paradigms have undergone a recode. More on that later.
  • Focus items now properly display their mastery bonuses (refers to the bonus unlocked when equipped on a level 99 character).


Limit Break Changes
Several Limit Breaks have been updated, in fact almost every character has a new one (in some cases, both), so I'll list the changes made to the initial four party members. More on other characters later.
  • Cid's Grand Lethal has been changed to Magitek Bomb, which deals unblockable damage on all enemy targets.
  • Reeve's Dragon Dive has been changed to Highwind Legacy, which deals unblockable damage over six hits to random enemy targets.
  • Vicks' Pulse of Life now restores 70% of each ally's Max HP and MP, rather than 100%.
  • Wedge's Comet has been changed to Magnificent Display, which deals unblockable damage to a random enemy target and causes female party members to protect Wedge when at near-fatal HP for the remainder of the battle.



Database Changes
  • Items, Key Items, Relics, Paradigms, Nethicite, Focus, and Skills have all undergone a preliminary recode which will be finalized and entered into the game's database on May 1st, 2015. This will be the last revision of items and skills. Currently, the game holds over 600 items and over 600 skills, and we expect that number to grow a little more before our deadline.


Beclem's Paradigms
Previously, Beclem's Paradigms served to either increase his natural abilities as a Monk, or change his Blitz abilities based on his current fighting style. We've gone ahead and updated how his Paradigms work, and how his Blitzes work (that will be touched upon in a later update). Here are some of his new Paradigms.

  • Evade & Counter: Increased Evasion and has a chance to counter incoming physical attacks.
  • Devastating Blows: Applies Seizure when landing a critical hit.
  • Chi Focus: Physical attacks and abilities deal increased damage while Beclem's HP is full.
  • Blitz Ace: Blitz abilities deal increased damage.


Just a reminder, each character has a total of nine Paradigms to unlock, and only one may be used at a time, per character.

Posts

Pages: 1
A new logo? I can't really think of anything for a guess.

With fifteen main characters (excluding the two "forever secret", or maybe thirteen since Cecil and Stiltzkin are also unlockable playable characters unless that changed), aren't you kind of afraid that some characters might be better developed than others? Large number of playable characters is rather difficult to handle when it comes to their character development (it might not be the best example but in Final Fantasy IX there were eight playable characters but two of them, Quina and Amarant, felt rather flat (IMO) and seemed to be added simply for a race variety).

"causes female party members to protect Wedge when at near-fatal HP for the remainder of the battle"
That's a real ladies' man there, people, really manly ladies' man. ;P I hope the women give him good beating after battle after such act. ;P

Wouldn't it be better if Vicks' Pulse of Life restored half of allies' max HP and MP? 70% seems rather random and generous at the same time.
author=Noel_Kreiss
A new logo? I can't really think of anything for a guess.

Not surprising, since the plot stuff that leads to the game's introduction that players have seen has so far been absent from any public release. It'll make more sense in the next release, though.

author=Noel_Kreiss
With fifteen main characters (excluding the two "forever secret", or maybe thirteen since Cecil and Stiltzkin are also unlockable playable characters unless that changed), aren't you kind of afraid that some characters might be better developed than others? Large number of playable characters is rather difficult to handle when it comes to their character development (it might not be the best example but in Final Fantasy IX there were eight playable characters but two of them, Quina and Amarant, felt rather flat (IMO) and seemed to be added simply for a race variety).

I'm not worried about a lack of character development. Paul is an exceptional writer and has given even brief NPC appearances plenty of flavor. Besides, these are secret characters. They're not meant to be a huge part of the plot.

author=Noel_Kreiss
Wouldn't it be better if Vicks' Pulse of Life restored half of allies' max HP and MP? 70% seems rather random and generous at the same time.

Healing Wind restores 50% of each ally's Max HP. Pulse of Life raises that healing to 70%, and adds in MP healing as well. I don't want it to be a free Megalixir, especially when players can manipulate the rate at which Limit Breaks charge, if they want to use their Relic slots on it. In most cases, using Pulse of Life is going to fully restore the party's HP unless they're all at near-fatal HP.

Perhaps having it restore MP on top of HP is too much.
janussenpre
愛・おぼえていますか
1274
I'm so stoked for our two additions. :)
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