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Alright, faster update this time! Still no renders though. Heh. Anyway, I'm FINALLY "finished" with all the armors. It's in quotes because I still need to write the descriptions and stuff, but I can mass edit that later in notepad++. I'm really happy with how things turned out, even if there did end up being a ton of armors. 2964 to be exact, all of which will be craftable from the professions system that has also been partially implemented. Armor wise, I only have the relics to put in the game but I'll have to code the space back in there for them. I forgot about them until just now as I was typing this, and I had cut the armors to the "final" 2964. I think I'll push it up to 3k, which would give me room for 36 relics. Yeah, that sounds good. Moving on.

I think I already touched on the crafting system last post, if I didn't, I'll try and summarize it in the changelog (Once I actually update it, that is). For now I want to talk a bit about the accessories, which are wide ranging, and a few of the breakthroughs I recently had. Honestly, really happy with how things are shaping up. But uh, accessories...

So, there are 6 categories of accessories (this made me remember that I forgot to leave space for the damn relics). Unlike with outfits/armors, they aren't S.P.E.R.M based but each relic type does buff specific things. 

  • Rings: Increase Attack/Magic Attack stat and damage/element multiplier.
  • Necklaces: Increase HP/MP base stat and %, element absorb.
  • Bangles: Increase Defense/Magic Defense stat and defense %/element rate.
  • Anklets: Increase Agility and Evasion/Magic/Elemental Evasion.
  • Circlets: Increase Luck and boosts guard/reduce MP use/add state resist.
  • Nipple Clamps: Increase Stat and grants special effects.

Of the bunch, nipple clamps are probably the most unique in the effects they provide. I'll give an example of each though so you can kind of see what they do...

  • Rings: Iron Ring +20 Atk +102% Atk | Silver Ring +20 M.Atk +102% M.Atk
  • Necklaces: Mythril Necklace +500 HP/MP +112% HP/MP
  • Bangles: Shadow Bangle + 15 Def/M.Def +101% Def/M.Def +Shadow defense
  • Anklet: Mythril Anklet +35 Agility + 4% Evasion/Magic Evasion
  • Circlet: Ribbon +55 Luck + 100% Mass State Resist
  • Nipple Clamps: Scorched Nipple Clamps +35 Attack +105% Target Rate

Like I said, accessories do a wide range of stuffs and like other armors/weapons, they come in varying qualities. Did you notice the best accessory to ever grace a Final Fantasy game? The one listed is the "Legendary" version, the initial version only offers a 20% resist, so you'll want to make sure to keep your accessories upgraded like your armor. Naturally, only the common versions of accessories will be sold, so don't neglect your crafting!

On a final note, I want to end things by talking a bit about the numerous states that were added and a bit of combat mechanics. There are 20, give or take, battle states and some are worse to deal with than others. All but 1 can be resisted in some form, all but 1 can also be easily cured with items.

The one state that can't be resisted is one of the two instant death states. The resistible version will be far, far, more common than the irresistible version. In fact, only a select few bosses and end game enemies in a particular area will have these attacks. By then you'll have gotten used to dealing with them, allegedly, as there will be numerous ways to approach the subject besides simply resisting the state. Both these states will pop up not only as death spells, but I also have the oh so loveable LV 2/3/5 Deaths spells waiting to welcome you too!

As far as the state that can't easily be removed by an item, it wont be all that common and you'll be able to easily remove it by interacting with specific NPCs or by using certain skills should the player have access to them. There is an item that can remove it, but it only has a 5% chance so relying on it in battle won't be ideal.

Lastly, while trying to get some of my theorized states to work (All battle states work as intended) I found a way to tackle one of the problems that'd been kicking my ass. I want all my weapons to have unique characteristics. There won't be multiple versions of them like with outfits/armors so I wanted each type of weapon to feel different. I decided to start with the dagger/dildo and to that end I came up with the idea of having them have a chance of attacking twice. Problem was, I couldn't get that shit to work for the life of me. Then, when I thought I got it to work, any kind of attack, including magic, could trigger a follow up attack. I wanted it to be just regular attacks but MZ was definitely not cooperating. Welp, finally, it is. I have it setup how I want it, only thing is, I feel like it's kind of overpowered now. We'll see.

Alright, that's enough of that. Item wise, I just need to add the weapons... FML, but thankfully it won't take anywhere near as long as the armors. When I finally get that done and I know the exact number of weapons, I'll get on to updating the changelog and FINALLY be able to move forward with game/story progression. I've got plans for the soon to be updated forest, ready to get started on it. But until then, lemme knock these weapons out. Take care and stay tuned!

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