Hi!
It's been awhile! Think of this as a pre-emptive thank you for nearly 600 followers!
So there's a lot to go over, but I don't want to spoil everything, so here we go!
I have still really rigorously worked on making things feel better. The scope of this update has gotten a lot bigger than I anticipated, per my usual-

First things first, you can enable/disable when you want random encounters to appear. On really big maps, having encounters show up constantly was a little annoying. Secondly, now you don't need to switch your equipment constantly if you want to disable them.
You might be asking... "Enable Battle Overlay"?

Yes, battles have an overlay now. BUT if you decide you aren't a fan of it, you can disale it. So no worries there.
Next, you of course will notice... new party members!


There will be brand new characters for the game spread around, but primarily for the city section in Night 4, a small sidequest in Night 3, and the Dark route also got a few additional party members. (For now, maybe more to come soon!) We all love Lolbit as much as the next guy, but using the same characters for so long could get a bit bland. I decided to go ahead and spice things up for those long areas. (No switching out ennard though, his name's in the game!)

Another big thing. A good friend of mine had the idea to place elemental icons in the skill description. This will make it much easier to tell what element a skill belongs to. When you attack enemies, the color of the damage popup will also correspond to the respective element type. Hopefully this clears up all the issues of some skills being very difficult to tell what type they were, both hit-type and element-type wise. (The only exception being non-elemental attacks that bypass everything.)
Now... C O L O R !

I spiffied it up a little! I quite like it myself. I'm curious to know other's thoughts on the matter.

Since elemental damage amplifiers were added, you can also now see how much your damage is boosted. (It is capped at 2X damage though!)
There are a few other misc changes I've done, like additional gameover screens, player run speed being faster due to map size, and additional remapping of areas like Varius City! (Because it had way too much water and looked not realistic..)
Now then, with all that being said, there is of course additional content that is not in the base game. (Duh Ashy...)




Night 4 has quite a few new, extra free time events and bosses, along with rewards to compensate for the much larger party size! I really hope you're all looking forward to the plethora of reworks and new content the base game was lacking. I have also added some additional achievements. Several bosses throughout the game have also been reworked. Additionally, committing to a route instead of waiting until the last minute may come with some extra benefits...
And lastly for now, I'd like to show Mint Freddy getting changed to instead providing some passive abilities for your team if you fulfill the conditions...


With all that shown...
I have also changed some of the previews on the main game page to reflect the new things coming instead of showing older content now. I apologize about this if anyone still wanted the old version but hadn't had the opportunity to do so. I'd rather people wait for something that I think will be a better experience. I don't anticipate it to take too long for me to get this out, I have a week off from work and should have plenty of time to get some content I'm wanting done.
Future things that are on the table for some potential reworks are NG+, hardmode, and the tavern area. (As soon as I get ideas for that.)
Thank you all for your patience! I want to bring the best experience that I can do this time around, I want nothing left unchecked. And you're always free to suggest something for the game if you'd like! Your appreciation will not go unnoticed.
I will continue to work dilligently on things as they come up and as I notice them. And please, you're always free to leave your thoughts. :)
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