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A challenge awaits

I know I made a blog post mentioning a Redux version coming soon, but this one is more informative. Listed below are the changes I'm putting into high gear. And putting a self-imposed exile on myself from RMN until it is done. >< By then, my notice box will be flooded ( and not because of replies to my game, lol. Essence Enforce, Origin and World Remade just gave me a bunch of 'em ).

General polish:

- BGM fades out properly in intro scene now. Most scenes, really.
- Cutscenes can no longer be skipped.
- Streamlined the visual flow of the full-bust portrait scenes.


Those two were my OTP, until emmych mentioned TristyxLaine. XD

- 'Thinking' text boxes are the same as regular ones, but with italic text.
- All 'flavour text' in the game are now indicated by '?' marks.


Flavour text for background info.

- Some barrels that were supposed to give items have been fixed as well.
-'Yes/No' options no longer appear for world map areas. Seemed pretty redundant.

Gameplay/battle changes:

- ALL enemy stats have been overhauled. There is now a gradual difficulty increase,
from very easy in the beginning to a fair challenge by endgame.
No more challenge spikes!
- The bandits at the beginning are much weaker, enabling Laine to one-round them.
- Fixed Cillian and Siglud's base stats.
- 'Wrath' no longer procs twice during some battles.
- All equipment now display the stats instead of a description. More useful for the player, especially when purchasing.


Now you'll know exactly what you're getting. Stats, stats, stats everywhere!

- The Pyre, Nilhei and Donar shields will give the Fire, Ice and Thunder Weapon statuses when equipped.

And a whole lot more to be done before late November. And I only started testing up 3 days ago and already implemented some of those features.
All this featured gam talk makes one awfully nervous ( I lurk there sometimes, like a fly on the wall ). As a result, I'm turning into a perfectionist. ><

Posts

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nhubi
Liberté, égalité, fraternité
11099
Oooh, see now I'm going to have to stop playing and wait. Actually I'll be honest, just in case you were wondering why I haven't commented on the completed game/new content since you know I am such a fan. I'm rationing myself. I adore Laine and this world and I know once I get to the end, that's it, it's the end. I'll never experience it for the first time ever again. I'll never have that silent little thrill of discovery and wonder. I don't want to rush through it, I'm hoarding it like a dragon with its gold and I don't want to waste a single moment.

So I'm kind of glad you're doing a redux, it's given me a legitimate reason for procrastination.
Yes, I was wondering. =) But I knew I could make a more refined version. I want it to be as best as I can, since it would be a fitting end to a long 3.5 year development cycle. And yes. I do agree. The first experience of a game is normally the best, like Addit mentioned towards the end of his Vol I review. XD
Yes/No options are never redundant. Trust me, it's better to include them. You should always give the player the chance to make a mistake.
Curse those double posts!!
Sorry.
I approve of these changes!
Glad you agree! It's already playing better than what I expected ( with the battles, at least ). Can't wait to share the new version with you guys soon. ^^

Funny how my avatar can convey my moods at times.
More changes. And I'm less than halfway into testing.

- Laine and Pat are no longer weak against Fire and Ice, respectively.
- Reduced the EXP curve of all PCs, since foes give less EXP now.
- Patrick now has the Pharmacology trait. Now you can get more out of your healing items!
- Nerfed Cillian's Piercing Thrust, since it has a Stun after-effect.
- Removed the Hit stat from the Equip scene and replaced it with the MAG stat. Since all PCs ha 100% Hit; making the stat useless, but the player could never view their MAG stat unless they went to the Status scene.
- Dropped the MP cost of Siggy's skills. Since his base MP and maximum is pretty low.
- Lowered the base and factor damage of all enemy skills.
- Weapon pricing is more reasonable. Added some new weapons as well.


I'm sure you guys will agree wholeheartedly with some of those. =) Blame all this tweaking on my FE game, which pretty much forces me to be a balance/stat-obessed nerd.
nhubi
Liberté, égalité, fraternité
11099
author=yuna21
<snip> which pretty much forces me to be a balance/stat-obessed nerd.


Weren't you always, though?

I am.
Well, I am one. I make games, after all. But I became a full-on nerd when I started using Excel to record the monster and weapon info. Which I've never used before. *gasp*
Cutscenes can no longer be skipped.

Well…as long as they’re kept as short and as brief as possible at times I don’t really mind this. However, I would personally keep the option to do so, especially if you died on a particular boss fight (like against Avinchii for the 8th time in a row in the Eos Shrine) so I don’t have to see the whole “Look out, Laine - IT’S COMING STRAIGHT FOR US” scene again for the thousandth time. (Although that one was pretty short.)

All equipment now display the stats instead of a description. More useful for the player, especially when purchasing.

Doesn’t it already show the after effects of equipping a certain item on the right side when you’re about to purchase it in a shop anyways? I know it does on the equipment screen, but I can’t remember if it does so in shops.

ALL enemy stats have been overhauled. There is now a gradual difficulty increase,from very easy in the beginning to a fair challenge by endgame.

This kinda of scares me a little... (Although, to be fair, most of the earlier encounters, especially once you get Cillian and Siglud in your party, are quite easy, so maybe this is a good thing.)

Nerfed Cillian's Piercing Thrust, since it has a Stun after-effect.

- NOOOOOOOOOOOOO!!!
(This was one of my favorite abilities...)

Dropped the MP cost of Siggy's skills. Since his base MP and maximum is pretty low.

...Okay, that's a good alternative, at least.

All this featured gam talk makes one awfully nervous (I lurk there sometimes, like a fly on the wall ).



As a result, I'm turning into a perfectionist. ><

Yes you are, but we love you for that. :D

Hopefully the month of December will be your lucky month. Until then, we’ll do what we can to get in order to get Laine’s splendid mug plastered all over the front page, not just the buzzing section.

As for some of the changes, I don’t like some of them, but most of them seem fair enough.

- Hurry up and get this done so you can get back to the cracker lady again.
Nah, the equipment stats wouldn't show up in the shop window. It still pops up under the Item/Weapons sub-menu, so it might be a bit redundant, but the player really wants to know just what kind of sword, axe, lance etc. that they're getting when they're in the shop scene.

But hey, Cil still has Impale, and he does get a couple of lances that has the Stun effect, so no biggy. And I will be as fair as possible with regards to the difficulty scaling ( Avinchii is fairly easy now; I docked his HP, limited his annoying Meditation to only two uses for that battle, reduced his amount of MP etc, etc. Most bosses, really ).

I do have some more surprises in store for you guys. But my lips are sealed. ^^
Ooo…secrets! I can’t wait!

(Wait a minute - it's not payed DLC, is it???)
If Enelysion were commercial, I would shamelessly milk it for every last cent, like what Squeenix did with FF7...

jk.

Then again, I'm a lone dev as opposed to a AAA company, and this little baby of mine probably won't be able to stand on her own two feet when compared to the the 'cinematic, graphism-worthy, eye-poppingly beautiful battle systems with 100,000 skills and 20 different characters, fully-voice acted' JRPGs out there.

We need to start a 2nd Renaissance.
Well, I now I have only five days left to test what remains of Vol II, finish up some art then submit the Redux version ( deadlines make me work faster ) and... try to relax and not stress about any more bug-reports.

And then I have to crack the whip on 'ol Tristy again.

And R.I.P, vx.net. It was fun while it lasted.
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