Current changes:
-----------------------General Changes-------------------------
Here's a list of currently planned General Changes:
Re-adding un-used content (planned mostly for chapter 3)
Song titles appearing in the left hand corner, similarly to the The Fields of Hopes and Dreams track appearing when you first enter the Unused Classroom Dark World.
Adding new content, such as enemies or even mini-bosses
---------------------- Weapon Changes ------------------------
Every weapon now has its very own feature and custom sprite set. Features will follow a pattern for each character. Their will also be several balancing changes
New Features:
Kris - Kris's features will change the way they attack. They from hold notes to multiple attack bars.
Susie - Susie's features will replace her spells. RudeBuster goes from an instant damage attack to damage every enemy turn.
Ralsei - Ralsei's features will add to his already existing spells. Adding potential for giving Mercy to enemies or giving temporary damage buffs with every heal.
Noelle - Noelle's feature will function on a give and take. From pure vanilla to exchanging Max HP for an increase to spell's power!
Balancing Changes:
Weapons will now provide 0 stat changes, instead being solely useful for their new features. If you want to increase your stats, you would have to rely on equipment's and consumable items.
You will also have an assortment of new items/equipment's to your advantage, allowing you to increase/decrease stats during battle's or grant unique effects.
Enemies will have their own acts. This can range from calling on allies to come help them, or lower their own mercy meter. Enemies can also increase your allies own mercy meter, and if your allies mercy meter becomes full they can be spared. Similarly, they can become tired and enter a rest state.
More weapon upgrades. Similar to how Ragger2 is an upgrade to Ragger, more weapons will be receiving the upgrade treatment.
A new mechanic, Crafting! Using Malius, you can now craft new items from ingredients you find from fighting enemies or around the map.
-------------------------- Soul Modes ---------------------------
Each soul mode is exclusive to itself. You cannot mix Soul Modes with other soul modes. Once I finish every soul then I may add a randomize feature. Each soul mode will also have a unique/semi-unique alteration for each boss. You can also select no soul mode, just fyi and this will function just like vanilla.
Green Soul - Adds the Green soul mode to every battle of every chapter. Changes from the Gerson battle is that you can only block in four directions instead of eight. Otherwise it is the same.
Red Soul - The Red soul's mechanic replaces white bullets with colored bullets, bringing them back into the spotlight. Even more, there are now new bullet colors too keep a track of.
Cyan bullets
Same as before.
Orange bullets
Same as before.
Blue bullets
Blue bullets last even after they have hit the player.
Yellow bullets
Yellow bullets are status bullets, getting hit by them can inflict certain the Karma status effect.
Red bullets
Red bullets are predicting bullets. Inspired by Sans and Asgore attacks, Red bullets will have a prediction for what (Sans for his wall slam attack which has a red box before the bones appear and Asgore because his spear is red and he shows what color attacks he will use with it.)
Green bullets
Green bullets accelerate the attack, meaning they will be the only way to end an attack. They can also heal and be used for certain ACT's.
Purple bullets
Purple bullets change shape or even color upon making contact with the player.










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