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Patch Notes 1/11/2016 - Demo v0.2 Released!

I'll be eagerly looking forward to your feedback if/when you do! You always provide very thorough and useful feedback.

Patch Notes 1/11/2016 - Demo v0.2 Released!

Just a few changes tonight. Since I'm using my roommates laptop, I can only do small database changes, as I do not have access to my plethora of programs that I use for map making, sound editing, and all that fancy stuff. But here are some of the changes that will be included in the next Demo release:

Combo Skills:
  • Combo skills no longer use up the turn of the secondary party member, but instead, the TP cost has been increased by 5 for both characters involved. They have also been changed from Instant to Normal speed.
  • You may now queue up multiple Combo skills in one turn, but the cooldown rules still apply, so if Luna uses "Healing Rain", which requires Damien, and then Damien attempts to use "Blessed Winds", his turn will be skipped altogether.

Luna skill change(s):
  • "Snipe" has been replaced by a new ability called "Kill Shot"
  • Previously, "Snipe" did damage base on the amount of HP had compared to her MaxHP. The higher her HP was full, the more damage it did.
  • "Kill Shot" does about 30% more damage than "Wyvern Strike", but when the enemy target is at 20% or less of their HP, this ability will deal 2.5x damage!
  • "Perfect Shot" now increases Luna's Agility by 50%, up from 20%.

Damien skill change(s):
  • "Radiance" is now by default an Instant ability.
  • The "Instant" upgrade option has been replaced with a "reduce cooldown" option instead.

NOTE: These changes are not implemented in the current demo (v0.2) and will most likely not be added until (v0.2a), so no need to re-download the game just yet! :)

Eternal Twilight

@kenlan: Did you previously have v0.1e or v0.11e? Somebody had previously reported that same bug in v0.1e, and I had fixed it (or at least hope I did).

As for the save file transferring just fine over to v0.2, that's fairly odd, but if it works, then no complaints from me, hahah!

Eternal Twilight

You bring up a very good point...perhaps I'll keep the auto-save, but remove it from saving after cut-scenes, just in case the player misses something, and just keep the auto-save for after battles, treasures, etc. 50//50 compromise? :o

Looking for Feature Feedback

So, little did I know that the plugin I'm using to add rune sockets to gear allows for a "socket variance" when a piece of equipment is gotten via a monster drop or treasure chest. With that in mind, I will be able to add equipment drops from enemies within dungeons that will have a slight variance in stats AND sockets that will be slightly better than the shop versions of those items. This will give the player a bit more incentive to do a bit of gear farming if they want that "elusive" bow that has +5 rune slots instead of the default 3.

Looking for Feature Feedback

How old is your PC and/or graphics card? As soon as I get my laptop back from the repair shop, I'll have to look into what might be causing it. :X

As for the gate in the tunnels, you'll have to find the switches scattered around the dungeon to unlock the gate. It's fairly linear, so if one path is a dead end, then try taking the other route.

Looking for Feature Feedback

@Squallstorm: I can agree that finding a new/stronger weapon in a new shop is pretty nice when it happens. I was actually thinking of making bosses drop a guaranteed rare treasure chest that will contain 2-3 randomized pieces of equipment that are slightly better than what the shops sell.

Like, let's say, an "Oaken Bow" that has one more socket for runes than the ones the store offers. This way, players can still upgrade/purchase what they want from the stores, but still get some nice drops from bosses, to get that "Ohhhh, killed a boss and got some sweet loot" feeling.

@kenlan: Well, my initial thought was that the "auto-save" plugin I'm using is causing it, BUT, since it's closing on you when you're accessing the shop or opening up your menu means it's definitely not that plugin, since it only activates whenever you open a treasure, finish a battle, or after certain events. I'll comb through my project and see if I can figure if it's happening on my end. :/

Looking for Feature Feedback

Is the game freezing, or does the window itself close? That is so strange...I've played my demo on 4 different computers (my laptop, my work desktop, my roommates desktop, and my work laptop) and I've yet to experience this.

As for the popup names, thanks for pointing that out. I intentionally did that to save some time eventing the Runecraft shrines. Each of those shrines has about 150+ lines of eventing to make them work, so by just putting "Attack Rune" instead of "Attack Rune I...II...III...etc" for each rune, I saved myself A TON of time. :p

Looking for Feature Feedback

@Linkis: Thank you for that. I'm actually doing accessories in this way, where a player gets them from dungeon treasure chests or from NPC's they help from quests and whatnot.

@kenlan: Thank you for the feedback, I'm glad you're enjoying both of my games! ^_^ As for the game turning off, that's very odd indeed. If it happens again, can you let me know exactly WHEN, and maybe I can see if it is indeed something with my game, or maybe just a hiccup with your computer.

Eternal Twilight

So, the laptop I use to work on my game bit the dust last night, and that means I won't be able to work on the project until I get it back from the repair shop... :/

With shipping and all that jazz included, I'll be looking at about 12-15 days before I get it back in working order.

Anywho, I hope those of you have played Demo v0.11e are enjoying the game thus far, and I can't wait to get back to working on it. Seeya!