Game
20 Sides of Random
5 years ago

v0.0.2 - Tutorial Phase 2 - Tower of DOOM!

Begging for hate mail...or at least roasting...get more likes in a week than 1 of my other games has in...ever...and no responses...

Still DEMO.

9 maps (up 6)

50 playable char.s (up 29)

28 playable classes (up 8)


Bugs:

-Dialog imperfection with Candi at the treasure chest.

-Succesfully connecting with Reginleif's "Roundhouse Swing" would have caused a math error and likely crash ("b/mhp" in formula instead of the correct "b.mhp").

-Ixion's "Ice Breath" had the element set to "Fire"...irrelevant since no enemy has any +/- to either as of yet, but still a groaner.

-"Blade: Retsu" was supposed to be 2 hits...only had it set for 1.

-"Blade: Ku" was suppsed to be 5 hits...only had it set for 1...but NOBODY leveled Atlantis to 25 to unlock that, right?

-"Tachi: Enpi" was supposed to be 2 hits...

-All Skills/Abilities/Magic now have descriptions...I think...

-All current weapons and items have descriptions.

-Bottom row of variables on the save screen removed...forgot those were even displayed.

-JP gained not being displayed after battle...fixed by reordering plugins.

-JP not displayed on main menu...can't figure this one out.

-Other unmentioned typos...there will always be typos...

Math:

-Standard attacks used to be based on (a.atk - b.def), but are now based on ((a.atk/2)*((a.atk)/(b.def)))...best explanation to me is that half your attack is your base damage, which goes up/down by your attack vs enemy defense.

--While this means less damage gained for every point of attack...it also means you won't hit for 0 if you're underleveled/underequipped/a mage...and mages won't get slaughtered by stray hits at higher level, while tanks won't be able to become impervious to damage.

--Bows use a.agi/2 for base damage, but still use a.atk/b.def for ratio.

--Staff/Glove/Knuckles now have their damage split between their 2 hits...a.atk/4 instead of /2.

--Wand uses a.mat/4 for base damage (because Franseska is a Beast with /2) and a.mat/b.mdf for ratio.

--Defense ignoring attacks (daggers and select TP skills) no longer suffer from reduced damage, rather they simply drop the ratio portion.

--Basis for TP skills remains a damage modifier of (TP cost/5)...meaning 2x at 10TP, 5x at 25TP, 10x at 50TP, and 20x at 100TP (many skills accomplish this through multiple hits).

-Magic changed in similar fashion.

Accuracy:

-Minimum roll to hit has been reduced from a 6 to a 4 (translation: base hit rate bumped from 75% to 85%).

JP gain:

-JP per enemy default lowered to 10 and controlled to equal enemy's level on...any enemy I don't forget it on.

-JP per action raised from 1 to 2.

Equipment:

-Assault Rifles can now be equipped by the Warrior, Treasure Hunter, and Bard classes.

--Previously only Candi could use assault rifles...now Ganymede, Wisp, and Alonso can as well.

-Shotguns can now be equipped by the Warrior, Siren, and Nymph (previously inaccessible) classes.

--Previously only Candi could use shotguns...now Ganymede and Claire can as well.

White Mage :

-"Revival" moved to Skills (from Magic)

Sounds (I have sound again!) :

-Default battle music pitch lowered from 100% to 90%

-Several sounds accompanying custom animations have had their pitches lowered as well.

-Music in the character selection room has been changed.

New Playable Classes (via princesses)

-Soldier (Asena/Amy)

-Rocketeer (Audry)

-Lancer (Ashley)

-Nymph (Amethyst/Azure)

-Biker (Yin)

-Medic (Olivia/Iris)

-Necromancer (Angelica)



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