Game
RWBY: Chibi-Quest
6 years ago

v1.13.2 - Stat Customization

Bonus growth for being in the battle party? Hack yeah! (not a typo, it gets a bit crazy)

Started a new dungeon thingy...forgetting that there's a couple critical bugs that needed patched...so I found a good stopping point.


B-Side:
-Several mains can now pass Lv1 Power Bracelet checks without having one (similar to how several can pass Lv1 gap jumping checks as of 1.13.0)
—Yang, Nora, Null, Amy, Yatshuhashi, Ghira, Ruby TFs “Cloud” and “Stein”, and Jaune TFs “Herc” and “Angel” can pass Lv1 strength checks.
—Ruby, Yang, Nora (new), Candi, Sarah, Minerva, Luna, Sol, Rona, Neo, Qrow, Raven, Emerald, Neon, Jade, Mercury, Olivia, Ruby TFs “Pepper”; “Fida”; “Zoey”; “Rosa”; “Felina”; “Lox”; “Flea”; and “Sabin”, Jaune TFs “Ace”; “Felix”; and “Diamond”, and Ursai can pass Lv1 jump checks.
-Crafting materials have been moved from Key Items to regular items.

Misc:
-Jaune’s super armor in the “Knight in Shinning Armor” mission now burns out after 8 turns rather than 10…it now also only buffs his attack stats by 350% instead of 500% and the auto-repair potency has dropped to 10% of max hp per turn instead of 50% (not that that’ll matter unless you’re ridiculously OP).
—Meliadoul’s auto-repair potency has dropped to 10% instead of 25%…no other changes.
-Stat buff potency applied to remaining bosses in the “Golden Gauntlet” mission when one of the bosses falls has been reduced from 2x to 1.5x.
-Landing locations for the private airship have been decorated a little.
-“Deflection Stance” will now increase target rate by 2x.
-The “So-And-So Leveled Up!” screen with their stats gains will now stop showing up when you reach 10 party members…I find it annoying, you should have figured out you’re getting the same stat gains every level by then (new AP system overpowers level up gains pretty quickly anyway).
—This check (over/under 10) happens when using your scroll or panic button (wanted to run it every battle but the variable maxes at 4 that way).
-The starting level of Weiss’ summons has been raised from 1/20/50 to 5/35/75 (starting level of Winter’s birds raised from 1 to 5).
—Knights will all level up 5 levels when the giant knight is summoned (same for Winter’s birds when “Kamikaze Swarm” results).
-Simmons Lv20 now has a chance of freezing when facing a female main.
-Grif Lv20 now has a chance of doing nothing when his turn comes up.
-Scripted charm attempts at the start of battles can no longer be evaded/countered (resistance still applies).
-Wins requirement for the master dungeon lowered to 100 (125 by auto-event).

Bugs:
-The various key items picked up in the escape rooms can no longer be used (were tagged always usable on 1 ally and consumable…idk what happened there).
-“Regenerate” and “Regeneration” are unable to target alive party members…not sure what to do about this one…
—Moving the plugin around doesn’t help…none of the plugins I can find seem to address this…so I guess “Revive” and “Resuscitate” are coming back.
—Apparently I never removed “Revive” from the “Silent Knight” semblance…
-If Weiss’ or Winter’s summons get countered…it can cause a crash due to the target of the counter not existing.
—To fix this, the common event that runs the summons will apply a state that negates counters to all enemies and remove it when the summon is over.
—Summoning sickness is now applied after the knight/birds get their action in (allows time for the summoner to step back before being frozen in place).
—Winter’s summon is now all enemies targeted to make the animation more appropriate.
—Weiss rolling a 9 on her summon roll (1-20) will now summon the Mini-Knight instead of the standard Knight…making the chances now 45% Mini, 50% standard, 5% giant (was 40/55/5).
—“Chaos Roll” now applies and removes the “Null Counter” state as well.
—DJ Teddy’s “Machine Gun Sweep” also applies and removes “Null Counter”.
-“Flail Wildly (light)” should have been 90% accurate like the non-light version rather than the 50% it was.
—This was a special version for Tucker before the battle engine change required specializing the animation…new 50% accurate version for Tucker made and set.
-Ship Wars! Red Like Roses region ships with critical mode (Rose Garden and Enabler) were setup wrong (I copied the variable batch from Monochrome in Mirror, Mirror region and didn’t adjust them).
—Critical mode is now handled by common event (and expanded to all ships).
-Meliadoul’s tech unit check conflicts with Iris…so Meliadoul has a new, unique tech unit (re-design of her original…which might get added when you recruit her anyway…).
—As such…if anyone has the “Aura Regenerator”, it now becomes the “Barrier Regenerator”…same passive function, but with new active functions.
-The torch to fight Team NAAN in the Mistral dojo was starting a battle with Team SPAZ instead…I don’t wanna think about how long that’s been wrong…

Animations:
-Custom animation for “Bahamut”.
-“Cerberus - Full Clip” animation is now 54 frames instead of 60 (trimmed 1 off the end of each shot).
-“Quad Shot .223” animation is now 20 frames instead of 24 (trimmed 1 off the end of each shot).
-“Griffon - Full Clip” animations trimmed by 1 frame per shot (2 per shot on +2).
-Most (if not all) multi-slash animations shifted down by 15.
-“Buckshot” animation shifted left (enemy version) by 25.
-Barrier damage now flashes 6 frames instead of 5 and has a slight purple tint to it.

Stat Allocation:
-AP (technically JP by plugin defaults) are earned in battle.
—5 points per action
—10 points per Lv1 enemy, scales up quite a bit for stronger enemies.
—Those out of battle will not gain AP.
-AP can be spent through a new menu option (Allocate AP) to boost various stats.

Ship Wars!:
-Battle music is now chosen by a random 1-20 roll every time you talk to the battle commander.
—Kinda speaking of which…I forgot that Tai’s dialog was region based and not changed for the KotD region…fixed.
-Every ship now enters critical mode at 1000 points remaining.
—The “All or Nothing” state applied to the enemy troop has been buffed (2x attack stats instead of 1.5x, +crit, +hit, and double action).
-A LOT more variety to the fanatics.
-Fanatic A.I. set more aggressive (lowered priority of low energy actions, added high energy actions, reduced the variety of actions).
—Offensive stats lowered a little (80 instead of 100).
-Most ships have more guards (I think all of them but Onion Knight).
-Similar changes to the zealots in the OTP Gauntlet.
—No more Flashbangs (yay, right?).
—The odds of a zealot dropping their weapon have lowered from 1/5 to 1/20, but each now has a unique weapon (from Ship Wars!/Wolfe Shop/Master dungeon).

Triple Triad (in progress):
-New battle system set in Mistral
-3 vs 3 battles (3 rounds…some of the final rounds might be 3 vs 1)
-Clears party (but going to try making an event to restore members)
-Startup events set up, but none of the above is ready.
—Password is 12345 if you wanna have a look (keypad on the bottom level of Mistral).



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