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Version 1.5

  • Ephiam
  • 06/18/2018 03:20 PM
  • 1816 views
Hello, fellow Tsufanubrians! Just popped in to let you all know that the main (MIDI) download has been updated. Fixed a few bugs and balancing issues, so nothing MAJOR.

- Fixed the issue wherein the Mountain Tower's theme would stop playing if the player first exited the map via the Warp Sphere.

-Slightly increased the strength of swords.

-Fixed the stats on various other weapons.

-Edited the MP Cost and Success Rate of the Mega Death spell.

-Changed the damage output and general properties of the Destruction Wave spell (making it more useful).

-Buffed several late-game bosses.

-After defeating an optional super boss in the final dungeon, you will now face a more powerful version of the final boss.

-Added a secret to the "Hades' Maw" dungeon that may allow someone to bypass the "kill all monster" requirements for the Secret Treasure IF they know the correct numbers. ;)

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Despite all these different updates I've released since CoT's completion, watching Aurabolt stream this game has showed me that I've STILL missed a lot. Nothing game-breaking, but small, nit-picky things like a grammatical error or spelling mistake. I guess taking a step back and looking at the game again after a long period of time is what I really needed!
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Is the stream available to watch somewhere, or did I miss it because it was live? Also could you explain the logic behind this?

-After defeating an optional super boss in the final dungeon, you will now face a more powerful version of the final boss.


Does this optional super boss serve as like a power seal for the final boss or does the final boss draw power from the energy around the final dungeon so when this optional boss dies, all their energy becomes available for the taking?
If I remember correctly, the optional super boss in the final dungeon drops an all-powerful weapon, so it's only "sportsmanlike" to make the final boss battle more difficult for those wielding this weapon. Of course, the developer would put the cherry on the cake if the game's story could even logically explain the final boss's boost.

I think that more games should be designed this way when it comes to the power relation between final boss and optional super boss. Since the latter is usually the stronger one, too many players that defeated the optional super boss complain about the final boss being "too easy". I'm sure that diligent players won't be punished. Fighting against the boosted version of the final boss while wielding the all-powerful weapon dropped by the optional super boss should still be easier than fighting the non-boosted version of the final boss without this weapon.

Finally, it's Ephiam's decision, even if he negates everything I've written. ;)
The whole process kind of comes together rather nicely, for something that wasn't entirely intentional. If you think about it...

Triggering Genocidicia's appearance requires slaying the shadows of Veryl and Evan's (or one might say the entire kjrn people's) greatest opposers. Defeating the super boss perhaps either empowers or grants renewed vigor to Evan Veryl, who was hampered by the memory of some of Tsufanubra's greatest villains?

Granted, "more powerful" in this case refers to a final boss that's less predictable than its base version. It retains all its most powerful attacks, but instead of utilizing them at (somewhat) set intervals/after specific conditions have been met, can whip them out whenever it pleases.
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