Game Build: Beta (66% 3_15) v0.0.2.4 (Patreon)
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Over half year of work on specifically this, with Ursa Senior, with Kodex's assistance and guidance on older systems, to bring about the combat refactor and rip out all the old, clunky systems and bring this about. We've not updated our progress meters, not until the next build, once we get an idea of how stable these changes are.
Ursa is moving on to installing the processes for the NPC companions, and we are looking into advancing the story line once again, to get us through the end of arc 1 if nothing else, with writing finished for the story's primary arcs written out, if not implemented, by the end of Summer!
Saves are compatible
- Added the combat refactor. Note: this may not be bug free but it is the new and improved code base that we will working with
- Combat Refactor systems resulted in the following major & ancillary changes:
- Improved
- Reworked all enemy, ally and monster abilities to perform their intended function (some may still cause issues. They will be fixed ASAP as errors are reported)
- This includes some abilities that were never fully implemented before including: Harpy, Centaur, Chimera, Brontide & Goldra
- Ability target selection will correctly prompt you for which targets are valid
- Damage & healing calculation reworked
- Healing value will now be reflected in the ability tooltip by it's range minimum heal (a HP value) to maximum heal (a % of the target's HP)
- Unit damaged & screen shake effect is more controlled
- Combat unit shadow blending & unit shadow will be turned off during abilities while we work on an artistic solution
- Better performance & memory usage in battle scenes
- Fixes
- Healing, crits, misses and resists will now appear as floating text similar to hit damage numbers
- Units in combat no longer have their base stats doubled (Physique, Defence, etc.)
- Boss units will no longer scale based on dungeon floor number
- More rigid rules and timing for battle Win/loss condition
- Dead units should no longer have their turn under any circumstances
- Added
- Single-attack abilities that randomly selected a fixed number of enemies (but not all enemies) will now be targetable. Damage will splash to units nearest to the target selected
- "Ring out" effect for when an enemy is over-killed
- Improved
- Added the first pass of the Farm Refactor. This is very much incomplete and we will be doing updates incrementally so we can push bug fixes without long waiting periods
- Improved
- Updated farm visuals for both the island itself and the fields
- Added
- Roads
- Improved