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Progress Report
New Update
- DutchPowerCreations
- 0 post(s)
- 02/01/2024 06:39 PM
- 95 views
After not having played for a while, I thought let's play The Lost. And the immersion feel wasn't there so... I redid the whole prologue section to urge my needs of feeling engaged again with my own game.
Update notes;
- Revamped the prologue dialogue where I felt it needed it.
Update notes;
- Revamped the prologue dialogue where I felt it needed it.
Progress Report
The Lost Update
- DutchPowerCreations
- 1 post(s)
- 08/17/2022 06:27 PM
- 417 views
Finally, a big step has been made to increase performance. This should be a MAJOR update for the people playing on low-mid-end computers. So rejoice, make a bonfire, do a rain dance, and play The Lost!
Can we please optimize this game!?
- Optimised the prologue with lesser events running and swapping out some plugins. This is only for the prologue, so there will be graphic and performance issues after the prologue.
- Balanced down the agility of Lizaru by 20% so they do not always go first once you reach the level threshold.
- Balanced down the agility, defense, and magic defense and upped the % of damage from spells for the 'Relics of Old' hunt monster boss.
- Balanced the tutorial fights so the enemies are weaker and it is easier for the player to get by.
- Balanced the movement skills to give an extra buff or de-buff depending on the target and added a better explanation.
- Fixed a mini label not showing anymore after doing the 'Here Camel, Camel, Camel' side event.
- Revisioned the dialogue in the 1st area in the Desert Region.
Can we please optimize this game!?
- Optimised the prologue with lesser events running and swapping out some plugins. This is only for the prologue, so there will be graphic and performance issues after the prologue.
- Balanced down the agility of Lizaru by 20% so they do not always go first once you reach the level threshold.
- Balanced down the agility, defense, and magic defense and upped the % of damage from spells for the 'Relics of Old' hunt monster boss.
- Balanced the tutorial fights so the enemies are weaker and it is easier for the player to get by.
- Balanced the movement skills to give an extra buff or de-buff depending on the target and added a better explanation.
- Fixed a mini label not showing anymore after doing the 'Here Camel, Camel, Camel' side event.
- Revisioned the dialogue in the 1st area in the Desert Region.
Progress Report
The Lost Update
- DutchPowerCreations
- 0 post(s)
- 07/26/2022 09:00 AM
- 194 views
This is for you players to smoothen out the pacing a bit more!
- Fixed a direction issue in the Denari settlement.
- Fixed an autosave not happening at one of the Mezun Merchants after being healed.
- Fixed some tile visuals as they were not overlapping right when racing against Pellik.
- Revisioned the dialogue in the 2nd area when playing Ragno.
- Lowered the agility of the skeletons and skeleton heads in the 'mysterious building'.
- Fixed a direction issue in the Denari settlement.
- Fixed an autosave not happening at one of the Mezun Merchants after being healed.
- Fixed some tile visuals as they were not overlapping right when racing against Pellik.
- Revisioned the dialogue in the 2nd area when playing Ragno.
- Lowered the agility of the skeletons and skeleton heads in the 'mysterious building'.
Progress Report
The Lost Update
- DutchPowerCreations
- 0 post(s)
- 06/26/2022 10:02 AM
- 163 views
Hurry up and give me some visuals!
- Revisited all the text boxes in the starting area (Dokta-Drunk Lizard- Bridge- Rikta Tribe + Plam Forest) when playing Ragno to be more punchy and less wordy.
- Revised the 'black screen' cut scenes in the starting area when playing Ragno and gave them cut scenes.
- Deleted the font option. Many fonts are not functioning right in how I set up the game.
- Put text speed on 10 as standard. Text will be shown faster now.
- Re-organized the descriptions of skills.
- Changed multiple TP skills to target 1 ally rather than the user only.
- Changed the difficulty of the prologue to be more difficult.
- Gave Jomal a TP skill to use in the prologue.
- Gave Kaan his sword skill earlier. It makes more sense when you find the double-handed sword for him to have the skill to use.
- Gave the fights with the captain more spunk by having their own battle music and adding 'boss moves' to them.
- Gave the fight with the Rat boss leading the pack and the Fanged Chieftain its own battle music.
- Fanged battle groups when doing Mikatu's side event are linked now, reducing the number of possible enemy battles by 50%.
- Fixed some grammar issues.
- Revisited all the text boxes in the starting area (Dokta-Drunk Lizard- Bridge- Rikta Tribe + Plam Forest) when playing Ragno to be more punchy and less wordy.
- Revised the 'black screen' cut scenes in the starting area when playing Ragno and gave them cut scenes.
- Deleted the font option. Many fonts are not functioning right in how I set up the game.
- Put text speed on 10 as standard. Text will be shown faster now.
- Re-organized the descriptions of skills.
- Changed multiple TP skills to target 1 ally rather than the user only.
- Changed the difficulty of the prologue to be more difficult.
- Gave Jomal a TP skill to use in the prologue.
- Gave Kaan his sword skill earlier. It makes more sense when you find the double-handed sword for him to have the skill to use.
- Gave the fights with the captain more spunk by having their own battle music and adding 'boss moves' to them.
- Gave the fight with the Rat boss leading the pack and the Fanged Chieftain its own battle music.
- Fanged battle groups when doing Mikatu's side event are linked now, reducing the number of possible enemy battles by 50%.
- Fixed some grammar issues.
Progress Report
The Lost Update
- DutchPowerCreations
- 0 post(s)
- 06/04/2022 09:04 PM
- 183 views
After some great feedback from Padr and 2 other lets players, here is the next update!
CAN WE PLEASE HURRY UP!?
- Revised almost all the text boxes in the prologue to be more punchy and less wordy.
- Revised the 'black screen' cut scenes in the prologue and gave them cut scenes.
- Fixed some small grammar issues.
- Fixed the agility (speed of attack) of the Bat and Bateye in the prologue caves.
- Fixed a bug still giving you the items and gold that you shouldn't get after choosing the 'Hard' option after the prologue.
- Fixed the long wait before the text 'You gain increased stats' shows up when choosing 'Hard'.
- Fixed a few enemies having a skill that could potentially put the whole party in a 'stunned' state.
- Fixed a bug when choosing Brutal where Kaan climbs a wall instead of the stairs next to it.
- Fixed a transfer bug from the enemy main camp to where you found the survivors putting you on the right map but in the wrong spot.
- Added a -3 on the action cooldown timers after winning/losing/escaping a battle making it more fun for the player.
- Added back the sepia effect for the intro as people said they liked it more than the black and white.
- Added some volume to the suspense music after beating the first captain.
- Added a massive boost in TP (x3 Recharge rate) and added 2 TP skills for Mila so she becomes more useful at the start of the game.
- Added a text pop-up that helping out the tribes have secret benefits.
- Added extra warriors gain for each side quest.
- Added a graphic render fix that should stop the game from freezing up.
- Changed Akila's paralyzing bite skill to a bleeding bite skill.
- Changed the HP of many early game enemy packs with - 20/30%.\
- Changed the paving tile to blend in more with the surrounding.
- Changed the paving running through the tribes to have sand on the tiles.
- Changed the paving tile at the Dudok guild.
- Balanced the Brutal and Hard stat increase when choosing Brutal or Hard and added a free full recover afterward.
- Balanced (de-buffed) the rows a little so they have less of a positive impact. The negative impacts still stand as they were.
CAN WE PLEASE HURRY UP!?
- Revised almost all the text boxes in the prologue to be more punchy and less wordy.
- Revised the 'black screen' cut scenes in the prologue and gave them cut scenes.
- Fixed some small grammar issues.
- Fixed the agility (speed of attack) of the Bat and Bateye in the prologue caves.
- Fixed a bug still giving you the items and gold that you shouldn't get after choosing the 'Hard' option after the prologue.
- Fixed the long wait before the text 'You gain increased stats' shows up when choosing 'Hard'.
- Fixed a few enemies having a skill that could potentially put the whole party in a 'stunned' state.
- Fixed a bug when choosing Brutal where Kaan climbs a wall instead of the stairs next to it.
- Fixed a transfer bug from the enemy main camp to where you found the survivors putting you on the right map but in the wrong spot.
- Added a -3 on the action cooldown timers after winning/losing/escaping a battle making it more fun for the player.
- Added back the sepia effect for the intro as people said they liked it more than the black and white.
- Added some volume to the suspense music after beating the first captain.
- Added a massive boost in TP (x3 Recharge rate) and added 2 TP skills for Mila so she becomes more useful at the start of the game.
- Added a text pop-up that helping out the tribes have secret benefits.
- Added extra warriors gain for each side quest.
- Added a graphic render fix that should stop the game from freezing up.
- Changed Akila's paralyzing bite skill to a bleeding bite skill.
- Changed the HP of many early game enemy packs with - 20/30%.\
- Changed the paving tile to blend in more with the surrounding.
- Changed the paving running through the tribes to have sand on the tiles.
- Changed the paving tile at the Dudok guild.
- Balanced the Brutal and Hard stat increase when choosing Brutal or Hard and added a free full recover afterward.
- Balanced (de-buffed) the rows a little so they have less of a positive impact. The negative impacts still stand as they were.
Progress Report
The Lost Demo
- DutchPowerCreations
- 0 post(s)
- 04/27/2022 09:04 PM
- 195 views
Played the game till I finished it and got some fixes into the next build;
- Fixed a bug with the buff en de-buff crystals giving more turns than they should.
- Fixed a sizing error with the magic skill; Sacred Blessing.
- Fixed a clipping bug in the drunk Lizard.
- Fixed some clipping errors in your stronghold.
- Fixed the fast travel signs putting you in your first layer of base building.
- Fixed multiple tiling issues at the Denari tribe.
- Fixed Namur intervals for telling the player what to do. It was still on the old numbers.
- Fixed Obasu's event putting you in the first layer of the base building and popping up again.
- Fixed a bug at the Dudok Guild first hunt continuing the hunt if you talk at the counter again while it shouldn't.
- Fixed the transfer-pass function at the Sanctum after you have acquired your base.
- Fixed a bug in the event of your uncle still showing he had a side event while Persmerga left.
- Fixed Lehkan not saying anything at all when you have less than 5k gold.
- Fixed the clipping error for the 'grand entrance' build for your base.
- Speeded up the intro with around 10-15 seconds.
- Smoothened out some more dialogue and corrected some of the wording.
- Cleaned out some 'dust up' animations in the Sand Dunes when stepping on a Lizaru pack.
- Added better shadowing for the Denari tribe, Dokta tribe, Sand Dunes, and the Mini Race Game area.
- Added many more resources on the main path to the resource gathering spots found there.
- Added way more gold on enemy kills.
- Added more gold into the early game chests.
- Added more exp on enemies, especially the early game ones.
- Added more 'warriors' to the counter when recruiting optional characters that are more obvious to encounter so you reach the last layer of a base-building easier.
- Put the switch event that gives access to the last stage for the fighting pit in Dokta on the main storyline.
- Fixed a bug with the buff en de-buff crystals giving more turns than they should.
- Fixed a sizing error with the magic skill; Sacred Blessing.
- Fixed a clipping bug in the drunk Lizard.
- Fixed some clipping errors in your stronghold.
- Fixed the fast travel signs putting you in your first layer of base building.
- Fixed multiple tiling issues at the Denari tribe.
- Fixed Namur intervals for telling the player what to do. It was still on the old numbers.
- Fixed Obasu's event putting you in the first layer of the base building and popping up again.
- Fixed a bug at the Dudok Guild first hunt continuing the hunt if you talk at the counter again while it shouldn't.
- Fixed the transfer-pass function at the Sanctum after you have acquired your base.
- Fixed a bug in the event of your uncle still showing he had a side event while Persmerga left.
- Fixed Lehkan not saying anything at all when you have less than 5k gold.
- Fixed the clipping error for the 'grand entrance' build for your base.
- Speeded up the intro with around 10-15 seconds.
- Smoothened out some more dialogue and corrected some of the wording.
- Cleaned out some 'dust up' animations in the Sand Dunes when stepping on a Lizaru pack.
- Added better shadowing for the Denari tribe, Dokta tribe, Sand Dunes, and the Mini Race Game area.
- Added many more resources on the main path to the resource gathering spots found there.
- Added way more gold on enemy kills.
- Added more gold into the early game chests.
- Added more exp on enemies, especially the early game ones.
- Added more 'warriors' to the counter when recruiting optional characters that are more obvious to encounter so you reach the last layer of a base-building easier.
- Put the switch event that gives access to the last stage for the fighting pit in Dokta on the main storyline.
Progress Report
The Lost Update
- DutchPowerCreations
- 0 post(s)
- 04/13/2022 03:00 PM
- 291 views
Finally added all the layers of base building and branches! w00t w00t!
- Added all the layers to the base building.
- Added the possibility to trade resources for decorations, to spice up your base even further.
- Added the possibility to change your appearance (of the main character only) once you recruit Tiuri.
- Added autosave function to the inns, and each time you heal at a Mezun Merchant.
- Added the 2 missing Battlehud faces for Juo (My son found this one when he was playing. That's my boy!)
- Changed the set-up of shops in your base to sell more things each time you get to a new layer.
- Fixed a bug of having the same message repeated when you talk to the same person through the base building layers.
- Added all the layers to the base building.
- Added the possibility to trade resources for decorations, to spice up your base even further.
- Added the possibility to change your appearance (of the main character only) once you recruit Tiuri.
- Added autosave function to the inns, and each time you heal at a Mezun Merchant.
- Added the 2 missing Battlehud faces for Juo (My son found this one when he was playing. That's my boy!)
- Changed the set-up of shops in your base to sell more things each time you get to a new layer.
- Fixed a bug of having the same message repeated when you talk to the same person through the base building layers.
Progress Report
The Lost Update
- DutchPowerCreations
- 0 post(s)
- 01/26/2022 08:38 PM
- 267 views
A great day for a great update! Mostly mid and end game stuff.
Update: Jan.26 2022
- Added more dialogue flavor to parts later into the game.
- Added some more plot points into the prologue to entice the player better.
- Added animations for special sword attacks.
- Added animations for bows and crossbows.
- Added sound effects when getting your father's ax enhanced in the sequence event with your father.
- Added a fail save at the farm where there was a data overload.
- Added level info on the hunting quests when talking to the guy at the counter.
- Changed the battle music of one of the side event battles to be more epic as it felt underwhelming while the battle itself is pretty intense.
- Changed the hardness of Timal's hunt mission. Boss has more minions and is stronger in general.
- Changed the hardness of The Seer's hunt mission. Boss has more speed and is stronger in general.
- Changed the hardness of Test subject 3 boss.
- Changed the hardness of Tiuiri's team in the fighting pit.
- Changed Ramu her skill set to be more unique.
- Changed Uzziel his skill set to be more unique.
- Changed the prices of the special swords and rapiers that Jabary is selling in your base.
- Fixed a bug on Talib Recruitment quest getting stuck in the process.
- Fixed ASPIR skill to always drain the 100MP and have no variance so it doesn't give you 0 sometimes.
- Fixed Raziya her event when recruiting her, she was still there on the map but also at the party.
- Fixed Destine's house event to change when you recruited her.
- Fixed Ramu, not disappearing after recruiting her.
- Fixed an error with Ramu her face graphic not showing up in battle.
- Fixed the last hunt so it can be completed.
- Fixed the event sequence with recruiting Juo, it had many errors. All are tested and fixed.
- Fixed a few minor plot points later into the game.
- Fixed XP gain on killing the group of the Stone Guardian, hunting boss groups shouldn't give XP or Gold from the fight.
- Fixed multiple collisions in the eventing of Kaan's hunting quest.
- Fixed some sound clipping errors with Lizaru engagements in the Dokta village.
- Fixed some sound clipping errors with the mini-game side events cheering sound after completing one.
- Fixed lots of small grammar errors later in the game.
- Fixed a bug with the Deformed Being boss still getting dots while he should be immune.
- Fixed a bug with the Deformed Being boss still acting like the Dwelling Spirit is there to continue both event sequences.
- Fixed a bug where the character stands still after performing sword and ax skills.
- Fixed a few small bugs with some of the hunting events popping up before they should.
- Fixed Tayla's AI to move out of her worst role if she is put in it.
- Fixed a passability issue with Pellik's race because I added a few visual pointers for the secret paths.
- Fixed an event pointing towards the secret hideout that was still playing after the side quest was done.
Update: Jan.26 2022
- Added more dialogue flavor to parts later into the game.
- Added some more plot points into the prologue to entice the player better.
- Added animations for special sword attacks.
- Added animations for bows and crossbows.
- Added sound effects when getting your father's ax enhanced in the sequence event with your father.
- Added a fail save at the farm where there was a data overload.
- Added level info on the hunting quests when talking to the guy at the counter.
- Changed the battle music of one of the side event battles to be more epic as it felt underwhelming while the battle itself is pretty intense.
- Changed the hardness of Timal's hunt mission. Boss has more minions and is stronger in general.
- Changed the hardness of The Seer's hunt mission. Boss has more speed and is stronger in general.
- Changed the hardness of Test subject 3 boss.
- Changed the hardness of Tiuiri's team in the fighting pit.
- Changed Ramu her skill set to be more unique.
- Changed Uzziel his skill set to be more unique.
- Changed the prices of the special swords and rapiers that Jabary is selling in your base.
- Fixed a bug on Talib Recruitment quest getting stuck in the process.
- Fixed ASPIR skill to always drain the 100MP and have no variance so it doesn't give you 0 sometimes.
- Fixed Raziya her event when recruiting her, she was still there on the map but also at the party.
- Fixed Destine's house event to change when you recruited her.
- Fixed Ramu, not disappearing after recruiting her.
- Fixed an error with Ramu her face graphic not showing up in battle.
- Fixed the last hunt so it can be completed.
- Fixed the event sequence with recruiting Juo, it had many errors. All are tested and fixed.
- Fixed a few minor plot points later into the game.
- Fixed XP gain on killing the group of the Stone Guardian, hunting boss groups shouldn't give XP or Gold from the fight.
- Fixed multiple collisions in the eventing of Kaan's hunting quest.
- Fixed some sound clipping errors with Lizaru engagements in the Dokta village.
- Fixed some sound clipping errors with the mini-game side events cheering sound after completing one.
- Fixed lots of small grammar errors later in the game.
- Fixed a bug with the Deformed Being boss still getting dots while he should be immune.
- Fixed a bug with the Deformed Being boss still acting like the Dwelling Spirit is there to continue both event sequences.
- Fixed a bug where the character stands still after performing sword and ax skills.
- Fixed a few small bugs with some of the hunting events popping up before they should.
- Fixed Tayla's AI to move out of her worst role if she is put in it.
- Fixed a passability issue with Pellik's race because I added a few visual pointers for the secret paths.
- Fixed an event pointing towards the secret hideout that was still playing after the side quest was done.
Progress Report
The Lost Demo
- DutchPowerCreations
- 0 post(s)
- 01/12/2022 10:58 AM
- 235 views
All bow down for this glorious update!
- Added some flavor for the story here and there and also did some further streamlining.
- Added descriptions to all weapons if they have an element what they are strong and weak against. Not all of them had that yet.
- Added a proper description of the battle tactic book in battle.
- Added extra permanent stats when you pick harder difficulties than normal when prompted them in-game.
- Added the story for your Ragno's father's Axe.
- Added a new plugin that shows the appropriate weapon for dual-wielding characters using a specific weapon skill. Ax skills show an ax, sword skills show a sword.
- Changed 2 side quests in Dokta to be completed in 1 go rather than having to do it in multiple parts.
- Changed more tiles to the green arrows mini label popping up from 3 to 5 tiles.
- Changed the TP cost for Taun by 20% as it wasn't used a lot anymore while it is a core skill for Guardians. Minus 10% for the taunt skill for supporters as they can put it on someone else and that could become too overpowered as they get increased TP gain.
- Changed the target rate for Guardians to + 75% chance to be targeted as enemies kept targeting squishy allies too much. Probably because I made them a bit too smart.
- Changed some dialogue and a bit of the cut scene of the prologue ends.
- Changed Akila's (dog) passive tp rate and doubled it.
- Changed equipable weapons for Tacticians, Guardians, and Berserkers that we're able to equip swords to be able to equip Special swords now too.
- Changed Akila action times probability to attack a maximum of 2-3 times on a very low chance.
- Changed the naming of the difficulties, the percentages that are changed based on the difficulties, and added detailed information about each difficulty described in the information books.
- Changed Bateye enemies to not substitute in every role anymore. It was confusing as the Defenders Role already gives this passive.
- Fixed some mini labels showing here and there on black screens.
- Fixed (I hope) a nasty bug happening in the prologue where you can get stuck while trying to reach the captain on top of the mountain.
- Fixed a bug where you can get stuck in the second camp with one of the walking guards.
- Fixed a bug where you can get stuck in the main camp with one of the walking guards.
- Fixed Korza getting the battle skills sub-menu while he has no battle skills.
- Fixed Korza's event giving you the whole story again if you took him with you. It gives a short version now.
- Fixed (I hope) a bug, made a fail save, where the western resting quarters would already show all the residence that moved back in while not having cleared the area yet.
- Fixed a bug where the mini labels didn't show anymore after talking to one of the Denari captains.
- Fixed another mini label bug after the boss fought with Korza his quest.
- Fixed the lighting in a battle against spiders at the Denari caves.
- Fixed the collider box of the spiders in the Denari caves.
- Added some flavor for the story here and there and also did some further streamlining.
- Added descriptions to all weapons if they have an element what they are strong and weak against. Not all of them had that yet.
- Added a proper description of the battle tactic book in battle.
- Added extra permanent stats when you pick harder difficulties than normal when prompted them in-game.
- Added the story for your Ragno's father's Axe.
- Added a new plugin that shows the appropriate weapon for dual-wielding characters using a specific weapon skill. Ax skills show an ax, sword skills show a sword.
- Changed 2 side quests in Dokta to be completed in 1 go rather than having to do it in multiple parts.
- Changed more tiles to the green arrows mini label popping up from 3 to 5 tiles.
- Changed the TP cost for Taun by 20% as it wasn't used a lot anymore while it is a core skill for Guardians. Minus 10% for the taunt skill for supporters as they can put it on someone else and that could become too overpowered as they get increased TP gain.
- Changed the target rate for Guardians to + 75% chance to be targeted as enemies kept targeting squishy allies too much. Probably because I made them a bit too smart.
- Changed some dialogue and a bit of the cut scene of the prologue ends.
- Changed Akila's (dog) passive tp rate and doubled it.
- Changed equipable weapons for Tacticians, Guardians, and Berserkers that we're able to equip swords to be able to equip Special swords now too.
- Changed Akila action times probability to attack a maximum of 2-3 times on a very low chance.
- Changed the naming of the difficulties, the percentages that are changed based on the difficulties, and added detailed information about each difficulty described in the information books.
- Changed Bateye enemies to not substitute in every role anymore. It was confusing as the Defenders Role already gives this passive.
- Fixed some mini labels showing here and there on black screens.
- Fixed (I hope) a nasty bug happening in the prologue where you can get stuck while trying to reach the captain on top of the mountain.
- Fixed a bug where you can get stuck in the second camp with one of the walking guards.
- Fixed a bug where you can get stuck in the main camp with one of the walking guards.
- Fixed Korza getting the battle skills sub-menu while he has no battle skills.
- Fixed Korza's event giving you the whole story again if you took him with you. It gives a short version now.
- Fixed (I hope) a bug, made a fail save, where the western resting quarters would already show all the residence that moved back in while not having cleared the area yet.
- Fixed a bug where the mini labels didn't show anymore after talking to one of the Denari captains.
- Fixed another mini label bug after the boss fought with Korza his quest.
- Fixed the lighting in a battle against spiders at the Denari caves.
- Fixed the collider box of the spiders in the Denari caves.
Progress Report
The Lost Update
- DutchPowerCreations
- 0 post(s)
- 10/28/2021 09:51 AM
- 205 views
List of fixes;
- Added auto revive after the battle, so the item scene doesn't lock up when a party member is dead.
- Added immune pop-up messages for elements for a clearer understanding of what's going on on the battlefield.
- Added more element resist pop-up messages for a clearer understanding of what's going on in battle.
- Added in a pop-up for states to tell the player when it is immune.
- Added elemental absorption for enemies that clearly would absorb a particular element like fire elementals absorb fire damage.
- Balanced the difficulties settings further.
- Cleaned up the status information screen, removed two non-used states, added two new ones, and added a poison element.
- Cleaned up the Battle Tactic book and updated all the information to the newer version of the battle system.
- Fixed the Immortal state not doing what it should be doing. Using an instantly cast item will not take up your turn but does count as an action.
- Changed the showtime of pop-ups in a battle to be longer.
- Removed some of the autosaves at the start of the game. It was too frequent, and it just slowed down the flow of the game.
- Added auto revive after the battle, so the item scene doesn't lock up when a party member is dead.
- Added immune pop-up messages for elements for a clearer understanding of what's going on on the battlefield.
- Added more element resist pop-up messages for a clearer understanding of what's going on in battle.
- Added in a pop-up for states to tell the player when it is immune.
- Added elemental absorption for enemies that clearly would absorb a particular element like fire elementals absorb fire damage.
- Balanced the difficulties settings further.
- Cleaned up the status information screen, removed two non-used states, added two new ones, and added a poison element.
- Cleaned up the Battle Tactic book and updated all the information to the newer version of the battle system.
- Fixed the Immortal state not doing what it should be doing. Using an instantly cast item will not take up your turn but does count as an action.
- Changed the showtime of pop-ups in a battle to be longer.
- Removed some of the autosaves at the start of the game. It was too frequent, and it just slowed down the flow of the game.