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Bloodstained Hands v5.9.8!

  • Strak
  • 01/22/2023 04:12 AM
  • 658 views
This update has been ready for a while now, but I just never got around to releasing it. Regardless, here it is! Bloodstained Hands v5.9.8!

What's new?
- Added a new encounter mode, and ability to switch between modes
- Added two new Overdrive skills
- Intimidate now affects enemies with queued actions
- Updated some of the more challenging puzzles
- Modified the secret final boss

Here's a full breakdown of the update list, with the reasons behind each update. Spoilers ahead.

So, first and foremost, the encounter mode. A lot of the feedback I've gotten relates to the random encounters, which is a pretty dated system that doesn't hold up as well in the present day, but does have some nostalgic charm. It seems as though avoidable touch encounters are a preferred method for turn based battle systems, and I agree. So, to that end, I've implemented touch encounters similar to a style seen in Villnoire. However, since I personally like the random encounter system, and I'm sure there are lots of other players that do too, I've kept both styles, and added an option in the System menu to toggle which encounter type you currently have active. Now you get to choose! Bait has also been modified to work with either encounter type, and certain dungeons that don't support touch encounters will still have random encounters.

Next, the two new Overdrives. Major spoilers here. So once you get the two ultimate staves, you get access to the skills Fiend and Celestial. While these skills are certainly powerful and useful, they lose their significance once they've been triggered once. They're basically just a stat buff. What happens when you get another Overdrive ready, but you've already used those skills? You're left with the default character signature Overdrives. Well, not anymore. Now, if a character has either Fiend or Celestial already active, their next Overdrive will unlock Abyssus or Aether, respectively. This is a massive Dark or Light spell that targets all enemies and hits three times, all at no MP cost! Definitely powerful, but takes some preparation to truly pull off!

On to the next update, Intimidate. This skill was pretty useless unless your wait mode was set to Full, since it wouldn't affect enemies with queued actions. Now, it does. It will always drain enemy wait gauges if they're not completely full, but now it will also have a chance to cancel a queued enemy action as well. This could be pretty overpowered, but certain enemies will have a better chance at resisting this skill, although no enemy is completely immune.

And finally, the secret final boss! I've made some adjustments to this boss that make it more than just a simple damage sponge. It still has the same hooks it had before, but it also has a new conversion skill that swaps immunities and resistances to Light and Dark magic - for the player. In other words, while this skill is active, healing magic will damage you, but if you're hit with a Light or Dark spell from the boss, you'll be healed. You can cancel this status at any time, but... well, there is an incentive to keep it active on at least one of your party members. I won't say more than that.


Anyway, that's it for this update! I won't be adding any more content to this game, it's officially done now. I will update it if anyone finds a bug or glitch that needs to be fixed, but this is the final update for Bloodstained Hands. I've had this ready for a while now, but I didn't want to release it until I was sure that I was done with the game and that everything worked smoothly. Thank you to everyone who played this game and gave feedback, you've really helped me to become a better developer!

Posts

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I am so excited to try this new build. I hope I can finally beat that secret final boss, lol!
Hey, thanks! Hope you enjoy what's new!
I discovered a small bug in the monster log book. It's not game breaking or anything, but there's an additional status ailment listed for each enemy in their resistances under the gallery mode. It shouldn't be there, and it may lead to some readability issues for monsters that resist a lot of ailments, but otherwise doesn't affect gameplay. I'll release a patched version within the next 24 hours, but it'll still be listed as v5.9.8. Thanks for your patience.
The game files have been updated with the aforementioned bug fix. That extra status ailment should no longer appear in the monster log. I also did some quick modifications to the rewards for the special match in the Sapphane Arena for New Game Plus, adding a unique consumable reward to make it worth the effort. It's still probably the most challenging part of the game, but now the rewards reflect that. Anyway, the game can be updated by downloading the new version and moving the save files over. Thanks for your patience and for playing!
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