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Patch Notes 12/31/2015 - Demo v0.1e Released!

@Squallstorm: The only reason I realized it was that I added a new Shop plug-in and was doing a complete play-through to make sure there were no bugs or conflicts with it, and when I got to Vygor I was like, "Ummm...why is he kicking my ass so bad?" Lol. :p

@Firefly84: Thank you for that report, I found out what the issue was. Every X turns Minerva will use Vampirism on somebody in the party, but I made a small error in the event that chooses which party member to use it on which caused it to infinitely loop. It was as simple as moving one little thing in the event...oops. >_>

Patch Notes 12/31/2015 - Demo v0.1e Released!

So, I hadn't realized that I never "fixed" Vygor's stats after testing a few things, so his Agility and Attack stats are much higher than intended. If people who were previously able to beat him were having a bit too much trouble on him with Demo v0.1e, that is why. If you were still able to beat him, go you! #ProStatus

Demo v0.11e has been uploaded, which has his stats adjusted back to what they should be. Sorry for any issues this may have caused! :p

Patch Notes 12/31/2015 - Demo v0.1e Released!

Yeah, the only reason people have to start new files so far is because of removing/adding new plugins and huge database changes. I'm hoping to keep those at a minimum if possible so every new major patch doesn't require somebody starting completely over. D:

That being said, since it technically is a demo, I will probably stop updating the demo for the public so that when the final game is released, they wouldn't have already seen everything, and then just limit the game to specific test-players to help me fix any bugs and whatnot.

Patch Notes 12/25/2015

Minor Patch Notes 12/30/2015
Runecrafting Additions:
  • With the new "Random Rune" creation option, there is a small chance that the rune you create will be a combo rune, which will combine two stats into one rune!
  • An example of this would be, that instead of getting "Attack Rune I" you would get a "Atk/Def Rune I" (Names are pending atm...I need to get creative), which would provide a +1 to your Attack AND your Defense stat.
  • This feature will work with all tiers of runes, and gives the player more incentive to select the "Random Rune" option when using the runecrafting shrine in place of creating the specific rune(s) they want.

Equipment Updates:
To make balancing equipment type, some changes have been made.
  • Cloth armor will provide: Small Defense and MP
  • Leather armor will provide: Medium Defense and Agility
  • Metal armor will provide: Large Defense and HP
Two new equipment slots have been added: Hands and Feet.
  • These provide less stats than their Chest/Head counterparts. These pieces will also have rune sockets on them, which will increase the total amount of sockets a character can have from 9 to 12.

Note:
I just wrapped up the remainder of major dungeon #3, and just need to do some extensive bug-testing for the next day or two, and then I will be ready to release Demo v0.1e! I am still fairly certain it should be done Friday, but I've changed a lot of things and I want to make sure there are no major bugs anywhere before release! Stay tuned! :D

mountain1.png

This is lovely. Great job!

Patch Notes 12/25/2015

Minor Patch Notes 12/29/2015
Game Balancing:
  • The DEFENSE stat now increases healing received, thus making it an even more useful stat than before.
  • I have reworked the formulas for a lot of the abilities that restore HP, MP, and/or both. Previously, the amount restored was a fixed value that wouldn't change all that much except by direct level ups, but now, they scale dependent on the user's Current AND Max HP or MP values.

Luna:
  • "Pilfer Vitality" would deal X amount of damage and heal a fixed amount of HP and MP to her, regardless if she was full hp/mp, half hp/mp, or less.
  • Now, the ability will scale to heal for more HP and MP the lower those stats get. So, at near Full HP, this ability might heal her for around 40 HP, but if she's at 30% of her MaxHP, this ability will heal her for around 100 or so HP.
  • By doing this, I was able to separate the skill's healing portion from the damage portion, thus allowing me to increase the damage it causes, without making the healing part of it overpowered.
Damien:
  • "Heal" will remain the same as it is now and restore a fixed amount of HP that scales directly off of Damien's SPIRIT stat.
  • "Greater Heal" will now restore more HP depending on how much HP the target is missing. At 50% HP, this ability does about 30% more healing, and if the target is sub 20% HP, it will do about 70% more healing.
  • "Prayer" restores slightly less HP than "Heal" does, but if the target is at 40% or less HP, it will double in effectiveness.
  • Upon further consideration, "Smite" will no longer randomly heal an injured party member, since his heals have been buffed in regards to the DEFENSE stat additions and HP scaling.
Trish:
  • "Aqua Chi" now also restores the MP of Trish, and scales off of how much MP she is missing. The more MP she is missing, the more she will get from this ability.
Ryudo:
  • "Draining Assault" deals slightly more damage and the heal effect now scales off of the current amount of HP Ryudo is missing. The more HP that he is missing, the more this ability will heal him for.

General Changes:
  • Runecrafting is no longer randomized. Players will once again be able to choose which Runes they want to make and the process has been streamlined to allow the player to craft many runes in a timely manner.
  • When crafting Runes, there is a "Random Rune" option that will allow the player to craft a rune, like it says, randomly. This is the only way to create the rare "Accessory Runes" so there is definitely incentive to do so.
  • Enemies will now drop much more rune essence in preparation for the "Rune Grinder" feature that will be implemented in a later demo (See 12/28/2015 post for more details).
  • When a player purchases one of the permanent stat boosts for a character, that character will unlock the ability to buy a "Passive State". Each stat has it's very own Passive that it unlocks, and they are the same type for every character. The Passive States are anything from bonus MP Regen during combat to increased Critical Hit Damage on all skills.

NOTE:
I expect Demo v0.1e to be released by Friday...Saturday at the latest! All of the things listed in these patch notes will be included in the demo, minus the "Magi" Base" that I mentioned in a post earlier today. :D

Patch Notes 12/25/2015

The ones played during boss fights are my little secret, but the majority of the tracks used are Scythuz and a few others I've found from those forums.

Patch Notes 12/25/2015

I find lots of good stuff here: Click Me!
His name is Scythuz, and his work is pretty sweet...and best of all, FREE!

Patch Notes 12/25/2015

Minor Patch Notes 12/28/2015
New Game Feature: Magi Base
After a certain point in the story, the player will unlock a base where all the Magi they recruit/save will be able to go. You will be able to go to this base and chat with the Magi, which will provide a variety of bonuses, such as rare accessories, stat boosts, new skills, and more!

The Magi Base will also feature the Rune Grinders which will take a player's equipment (weapons and armors), some Rune Essence, and/or Runes and turn them into rare and powerful versions of themselves!

For example: Putting an Iron Sword, an Attack Rune I, and 10 Rune Essence into the Rune Grinder will create a "??? Sword" - which is an unidentified item. The player will then "use" the item from within the item menu, and the item will turn into a brand new "Iron Sword of ____" with randomized stats and bonuses!

This feature will most likely not be added to the game in time for Demo v0.1e, but it is definitely something I plan to implement!

Patch Notes 12/25/2015

Minor Patch Notes 12/26/2015
New Game Feature:
"Limit Break" type attacks now implemented! Whenever a character falls below 20% of their MaxHP, their basic "Attack" command will transform into a new special ability as follows:
  • Luna: "Perfect Shot" will deal 25% more damage than a regular attack, will always be a Critical Hit, and will also provide a 20% boost to her Agility for 3 turns.
  • Damien: "Brahman Strike" will deal 25% more damage than a regular attack, heal him for 15% of his MaxHP, and will also provide a 30% damage reduction to Damien for 3 turns.
  • Trish: "Mana Siphon" will deal 25% more damage than a regular attack and will also provide a 50% Mana Cost reduction to Trish for 3 turns.
  • Ryudo: "Double Slash" will deal 50% more damage than a regular attack, provide 4x the TP of a regular attack, and increase Ryudo's MaxHP by 20% for 3 turns.
  • ???: "Dark Respite" will deal 50% more damage than a regular attack, and reduce the cooldowns of all ???'s abilities by 3 turns!

Party Member Conversations: This is a new addition to the game, where the player can have one-on-one conversations with party members whenever they're in a town or hub. By participating in these optional conversations, a player can learn more backstory of each character and unlock certain bonuses, such as items, stat boosts, skill boosts, and more!

Current Progress:
Just finished Floor 6 of 8 in the Imperial Tower dungeon, which means, I'm only 2 rooms away from completing the dungeon altogether, which means I'm that much closer to releasing Demo v0.1e, yay!!! :D