Game
RWBY: Chibi-Quest
6 years ago

v1.13.0 - Combatical Graphical Overhaul...ical

Mid-week update = bugs, right?

Technically...yes...but I really want y'all (let me believe) to get bug hunting on this new battle engine right away.

Maybe opinions on animated battler vs screencap enemies?


Character Select:
-Redesigned character select room.
—Old room is still in place and functional, just in case I failed to change any transfers to it.
—Neon’s path changed (obviously).
—Port’s dialogue changed some (removed Audry shooting at him when talking about sniper rifles as she is no longer next to someone that has one).
—Transfer to character selection room is now handled by common event so I can easily change all the transfers at once if/when the room needs expanded/reorganized.
—Small changes to the guns class…little dialogue, note about Jennifer’s “Runes” skill category.
—Dialogue at the portal from new game start to selection room changed a little to reflect the new layout.
-Finally getting around to changing slot names of things that got moved around when adding the new equipment slots.

Bugs:
-Luna’s skillset check was checking to see if the party had “Way of the Blade” instead of “Dragoon’s Dogma”…which could potentially cause “Dragoon’s Dogma” to not be added for her to equip (I happened to open it and see that while looking for a check event to copy>paste>adjust).
-Brina showing “Magic” ability set twice…due to getting it from class and her wand…might be a new issue due to plugins being added…nope, present in last version at least.
—As such…Brina now has a unique wand and weapon class…she can no longer equip standard wands and staves.
—Autorun check event to properly equip her added to Vale, Patch, Menagerie, and Mistral (erase event…check).
—Brina’s new wand is a smidge stronger than the generic one (+5 dust attack).
-Sol’s NPC in the hideout doesn’t disappear when Sol is in the party…how the bleep has no one noticed that?! Okay…only around since 1.12.6…about 2 months.
-Because of the way Parallel events work changing on me at some point…using the bypass keys while the startup scroll is running during a new game start would cause multiple main switches to be active…specifically Minerva, Luna, Sol, Iris, and Audry.
—This was lazy programming on my part using those switches for the step on events in the first place…but should have been fine since both events that let you leave that area turn all of them OFF…changed it to a variable countdown using a variable not used anywhere else.
—Also changed the Parallel event to trigger an Autorun event because the Parallel event wasn’t completing the common event transfer to the new character select room.

Blood Gulch:
-Some of the numbers on the data boards are wrong for the Shotgun.
-Shotgun changed to Buckshot animation and 6 hits instead of 3, damage changed to 150 a hit instead of 300.
—Candi gets a special version that uses slugs (and due to her recoil immunity has much higher accuracy).
-Lola gets a special version of the Assault Rifle that is MUCH more accurate (90% instead of 45%).
-Indra gets a special version of the pistol…triple damage and infinite ammo…she also now refuses to even pick up the other weapons.
-Red and Blue team states now add 2% barrier regen.
-Not new, but seems a good time to point out that Amy and Ashley’s armor reduces damage taken in Blood Gulch by 50% (as will the armor rarely dropped in F1-10 in the bad guys dungeon).
—Also Lucy and Erin take half damage in zombie sims (why is a Team SARA spoiler)…this has been expanded to include Amethyst and “Rosetta” (vampires of sorts).

Misc:
-“Stonewall” now includes x3 target rate (more likely to be targeted).
-The stats of the Decoys used in the sparring room have been dropped from 150 to 50 (they’re supposed to be easy to kill and they really weren’t).
-Most of the “Hip-Fire” class weapons have been reclassed “Hip-Fire Gun” to change the animation when using Attack…everyone who could equip Hip-Fire before can also equip Hip-Fire Guns…may cause them to become unequipped when loading your save though.
—Ifrit, Ifrit Prime, and Windmill Tilter remain in the old class as their basic attack is a normal melee swing.
-One of the dogs running around the town in B-Side has been changed to Zwei’s model and has a higher pitched bark than the other two.
-Several (28) mains can now jump small gaps in B-Side without a Bravery Feather (to get around a couple of them having locked in skillsets).
—This will not allow jumping the 1st gap you come to when 1st trying B-Side if Pearl is the one that found you (check added to jump events to set gap check variable to 0 if Pearl is in party).
-Battle music now changes on every floor of the Horde Tower instead of just the last.

New Mechanic:
-AbsorptionBarrier (name of the plugin…I think it’s spelled wrong)
—Those who have it will have a purple bar added to their aura level at the start of each fight equal to half their max aura (exception: Brina…equal to max aura, not half).
—It absorbs damage until broken, then normality resumes.
—Self healing effects do not recharge it…Aura Distributor and Aura Charge recharge it at half the potency of thier aura recovery.
—The change to damage taken reduces the potential of Yang’s “Retaliation” skill…so the energy cost has been cut from 250 to 200 (special enemy version created that uses the old cost).
—Who does NOT have barrier: Indra’s summons, the warthog, Native B-Siders, Ursai
—Ursai’s aura growth rate has been increased slightly.
—The “Zombie” semblance (Erin, Orange, and Shipping Zealots (M)) will now regenerate barrier instead of normal aura (Zealots’ potency reduced again…now down to 1%).
—The “Brawler” enhancer (I think the only enemy with it is Ursai) will now regenerate barrier instead of normal aura.
—The “Aura Regenerator” tech unit (Amaterasu, Meliadoul as enemy…not sure players can still get it) will now regenerate barrier instead of normal aura.

Autosave:
-Autosave triggers have been added throughout the game.
-The first time you hit one, your digital assistant (or Sarah if in B-Side) will call and ask if you want to use this feature (Note: The dialog differences between the two digital assistants is minimal, Sarah has some extra to reference certain limitations placed upon you in B-Side).
—The plugin says that it automatically overwrites the last slot you manually saved in…it does not say what will happen if you then load from a different slot…you were warned.
—Your choice to use or not use autosave will be reset (to not yet decided) when changing main.
-Current triggers:
—Autorun when entering a boss floor in any of the dungeons (erase event…check…)
—Puzzle maze - transition from Wisp section to Brina section and stepping on the tile in front of Brina’s castle’s door.
—Horde tower - when using the elevator to advance to the next floor.
—B-Side - 1st entry of a certain house (only when just arriving), checking a teleport stone to leave for a quest, and returning from a quest.
—Entering the Church of All-Love…because you may want a do-over on that (this one uses a switch so it’s ONLY the 1st time…switch gets reset when changing main).
—Using the Golden Ticket to depart Vale (does not apply if Yin is in party).
-Lack of autosave note removed from opening scroll.

And now the big one…

BattleEngineCore:
-This changes pretty much everything as far as battle flow goes…
—Big downside (IMO)…multi-hit skills now only play the animation once (per enemy).
—40 new animations made and lots of skills have changed their animation to compensate for this.
—The new animations seem kinda slow…but I don’t mind, because otherwise it seems like battles are happening too fast with this plugin.
—Ranged/magic counters play the animation back…which is weird to play a 4/8 shot animation to fire back once…oh well.
-Why? Mainly because damage to barrier won’t be shown otherwise…but there’s a few more nifty things…
-OC enemies are now animated using their side-view battlers (previously used a still frame from said battlers).
-Enemy health bars are now visible
—Almost every enemy has the same size bar (64 pixels), a select few have been left with the default setting (as wide as the model).
-Turn order can be seen in the upper right.
—Why? Why not?
-Targeting priority now starts at the front and works its way back rather than going by the order I added the enemies to the troop…because of this, many troops have been rearranged on screen to put their tank firmly out front (and to reduce hp bars overlapping models).



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