99

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2.2 and Future Direction of 99

Whew! Lots of updates these days. Made quite a great deal of changes thanks to player feedback. Thanks to all those who played and gave feedback, it was really insightful and makes the game much better.

The next big challenge for 99 is the Story. Okay, I admit it. There is NO story at this point. Originally I thought since this is like a dungeon delving adventure, a story's not that important. And frankly, this will never be a story driven game, and Dungeon Crawling will remain its central facet. But I am thinking of filling in more background lore and maybe do a "slice of life" approach. By that I mean making some of the dungeon floors more quest like with mini self contained stories. Probably. I don't have all the pieces yet but it's most likely going in that direction. The game's still got lots of evolving to do before final form. Stick around.

VERSION 2.2 CHANGE LOG
- All traps can now be detected without the Thief. Instead, the Thief has a chance to neutralize any trap when sprung, still a very useful ability.
- Starting member changed from Thief to Sorcerer.
- Added explanation for augment system.
- Feats now only available for training later in the game.
- Adjusted parts of Fey Clues. Sacrifice now requires 2 deaths.
- Added Masterwork equipment.
- Updated core and relevant plug-ins to RPG Maker 1.3.3.
- Minor fixes.