After a long, long hiatus I'm returning to work on my games again for a bit.
There's no new content here. I'm a busy guy. I don't have a planned release date for the postgame content, but it's still in the works.
The postgame, Return to the Tower of KYLE, will include a single dungeon with new special weapons that come with new skills, new monsters to use those skills against, and a story to give everyone an excuse to be there.
It's not going to be as ambitious as I wanted it to be (it could have been another 3-4ish hours), but I don't really have the time for that. Still, I expect the new skills, equipment, and monsters will create some new strategies.
Anyway, on to the patch notes! The main parts are some skill reworks and a buffs to poison and some weapons.
kylesword 1.0.6 patch notes:
General Stuff
-If you did not use the Blue Sun Globe, it will be automatically discarded after beating the final boss.
-Made the fishing minigame a bit easier.
-Escaping is now guaranteed. I swear it was supposed to be this way before...
-The game files are arranged a little differently.
-Now there's a pre-made shortcut so you don't have to go digging through the files for game.exe.
Dungeon Stuff
-Changed what enemies you first encounter on each of the maps of the first main dungeons and the second main dungeon.
Dialogue/Scene Stuff
-Some typo fixes.
-Added a new line for Kivari when recruiting her in one of the routes.
-Added a message for whenever someone officially joins or leaves the party.
-The text box that appears after beating the game no longer says the postgame release is planned for summer 2023.
-So, I am no longer implying I will go back in time and release it.
Actor Stuff
-Fye Tirr now has 3 additional skills and 10 more Max MP.
Skills and States Stuff
-The Luck stat now has a greater impact on status inflict chance.
-All skills' descriptions now mention their act speed.
-Guard
-Slightly increased MP gain.
-Ardain's base skills:
-Cover
-Fixed an issue where, if an ally Ardain was covering died and was later revived, Ardain would always cover for that ally for the entire rest of the playthrough.
-Ryze's dagger skills:
-Sonic Slash
-Now targets a single foe.
-Damage formula is now: Atk*1.5 + Mat*2
-Confusion chance: 50% -> 75%
-TP Cost: 35 -> 25
-Istar's base skills:
-Toxic Tip
-TP Cost: 20 -> 15
-Normal attack status inflict rate: 25% -> 50%
-Crescent Moon
-Normal attack status inflict rate: 25% -> 100%
-Is now a certain hit type move instead of a physical attack.
-This means not only will it always hit, but it will also ignore Counter states and physical resistance.
-Full Moon has been reworked.
-It is now a strong attack that can only target a paralyzed or sleeping foe, but it has a chance to inflict instant death.
-This should be very funny to use.
-Istar's two-handed sword skills:
-Bladesong
-Now targets a single enemy with 5 weaker slashes.
-Act speed: -6 -> 0
-TP cost: 60 -> 40
-Now it can be used more often but still has its multi-hit capabilities.
-Istar's bow skills:
-Piercing Rain and Falling Hail
-Damage formula: Atk * 1.5 -> Atk * 0.25
-Now ignores defense.
-TP cost: 40 -> 30
-The idea is to make bows able to show their utility more by making these skills cost less.
-Kivari's base skills:
-Pass Without Trace
-Now also grants +15% crit rate.
-MP cost: 3 -> 5
-This will hopefully make it less niche.
-Poison Weapon and Silent Weapon
-Duration: 5 -> 8 turns
-MP Cost: 5 -> 6
-Haste
-No longer doublebuffs agility.
-Now lasts for 2 actions instead of 1.
-Before, it was more like Kivari just giving up an action to give an ally another--which is good, but not exactly worth 24 MP.
-Kivari no longer learns Steel-Wind Strike
-It was a bit too redundant and quite too costly to be of consistent use.
-Kivari now learns Steel-Wind Stride
-This double-buffs the user's Atk and buffs Agi.
-Assassin's Arms has been reworked
-Instead of a granting instant death attacks, it now grants +75% crit rate.
-This change was made so Istar's new Full Moon isn't irrelevant, but this skill is still powerful in its own right.
-Kivari's sword skills
-Sustained Blade
-Now ignores 60% defense instead of 50%.
-This'll help make it a bit more relevant against high defense enemies and bosses.
-Kivari's enchanter skills:
-Now all grant a 10% magic attack buff.
-Each Aura state now gives a different elemental resistance than the attack element it grants.
-Fire Aura now gives ice resistance, etc.
-That way you don't grant an ally fire attacks while trying to buff up against a fire enemy, for example.
-Enemy skills:
-Foul Howl
-Inflicts a less problematic status ailment.
-Poison status
-Formerly, if poison damage would kill a target, the damage would just be set to 0.
-Now, if poison damage would kill, it cuts the damage in half instead.
-Poison damage formula: (Mat+Luk)/2 -> (Mat+Luk) * .65
-These changes should make poison marginally more useful.
-Some enemies have had their Mat and Luk changed to account for this.
Item Stuff
-Wizard's Flask
-MP restored: 50 -> 60
-Cost: 25 -> 30
-Wizard's Mist
-MP restored: 50 -> 60
-Cost: 100 -> 120
-Orb of Confusion
-Confusion inflict chance: 50% -> 40%
-Added a new item: Lucky Charm
-Buffs the party's luck.
-Since the impact of luck has been increased, this may come in handy when inflicting or dealing with status ailments.
-This becomes available once you reach Koltin.
Equipment Stuff
-Daggers
-All daggers now have a +3% crit chance.
-All daggers have increased Atk and cost.
-Polearms
-Added "two-handed" to the description of most polearms.
-All polearms are two-handed, even if their description doesn't say so, but some descriptions were too long to fit the clarification.
-Claws
-Added "Claws attack twice." to the description of more claw weapons.
-This includes the crowdpleaser, wardbreaker, hookclaws, and raptor claws.
-All claws attack twice, even if their description doesn't say so, but some descriptions were too long to fit the clarification.
-Whips
-All whips now have a +2% crit rate and a cost increase.
-Flamberge
Atk: 23 -> 24
Price: 385 -> 400
-The elemental accessories (pyro gloves, cryo mitts, winged boots, etc.) now give the right amount of elemental resistance.
-They were all giving 75% resistances before. It was supposed to be 25%.
-Runeshield
-Can now actually be equipped.
-Medic Gloves
-Can now actually be equipped.
-Was this always an issue...?
Enemy Stuff
-Fixed some bestiary descriptions. Typos, unecessary spaces, the works.
-Enemies in the arena now give significantly more EXP and Sil.
-They give about five times more EXP and about twice as much Sil than before.
-They still are not as efficient for grinding as enemies in the overworld and dungeons, however, on the off chance you feel the need to grind...
-Zombie
-Mat: 1 -> 4
-Luk: 19 -> 17
-Wraith
-Max MP: 60 -> 50
-Corrupted Sentinel
-Max MP: 44 -> 40
-Olrock Cave Boss
-Replaced poison immunity with a poison resistance.
-Foul Wasp
-Mat: 5 -> 1
-Bereskarn
-Max MP: 24 -> 10
-Woodguard
-Max MP: 50 -> 40
-Murkwoods Boss:
-Mat: 20 -> 19
-Luk: 28 -> 26
-Malicious Treant (optional miniboss)
-Replaced poison immunity with poison resistance.
-Hertz the Berserker (optional miniboss)
-No longer resists dark element.
-Mdf: 15 -> 10
-Shadow
-Atk: 30 -> 32
-Agi: 24 -> 26
-Ruin Guard
-Atk: 31 -> 33
-Agi: 23 -> 26
-Ogre
-Agi: 26 -> 28
-Knight Statue
-Mat: 20 -> 10
-Cat-Sìth
-Gained two status immunities.
-Lost one status immunity.
-Gained one status weakness.
-2nd Main Boss
-Has an additional weakness.
-Is more likely to use certain skills.
-Blackguard
-Atk: 55 -> 60
-Mat: 25 -> 35
-Agi: 38 -> 40
-Luk: 40 -> 45
-Final boss
-Has an additional resistance and immunity.
-Battle Bat:
-Mat: 10 -> 5
Shop Stuff
-Koltin General Store
-Expanded the stock to include items and accessories from Olrock and Ced. For convenience!
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