Game
20 Sides of Random
5 years ago

v0.0.4 - "Quality" Control

NO NEW CONTENT

Unless you count automatic battling...

The number of things that needed refining...and how little arguing with myself it took to get me to change them...makes me think I made them awful on purpose...


Automatic Battling:

-Pretty self-explanatory...you can turn it on when first starting a new game...and/or pick up a key item that lets you turn it ON/OFF at will at one of several locations (at least 1 on every map from the Princess's tower up to the return to the 3rd's party's campsite).

-I could use random rolls and triggers to make it "smart" (like how some of the enemies know when they need to heal each other in ChibiQuest or the automated battles in Team SARA)...but for now it just uses RPG Maker's built in "Auto-Battle" setting...which is dumber than a bag of hammers...

-To compensate for dumb (and because the purpose is to speed things up) an auto-battling party will also have a buff that doubles atk/def/mat/mdf/agi, ups accuracy and evasion by 25%, grants 10% HP/MP regen, and flags them as Immortal...this buff will, of course, be absent in battles you're supposed to lose.

-Why? Because a game is supposed to entertain, not bore...this isn't quite a "skip it" button...but it's close.

Bugs:

-Necromancer's "Dark Energy" spells had no description.

General Adjustments:

-Dirk's starting weapon changed from "Toy Rifle" to "Toy Assault Rifle"...because that seems more his style.

--Event at 3rd's party startup will correct if needed...saved after that? It's not a big deal...

-3rd's party's leader (1st slot, not necessarily your 3rd character...though it is in exactly half the cases) will now start with a real weapon as opposed to a toy.

--This occurs when that party is first placed...no attempt made to correct it for saves after that.

-The "Accessory motherlode" chest has been moved to the river bank where you and the princess land.

--Missed it by saving between there and the bandit camp? Don't worry...it's still in the bandit camp if you didn't open the one on the river bank.

-Critical text (turned on for 0.0.3) has been turned back off.

-Pop-up numbers duration now set to 150 frames instead of 128.

--Critical numbers are now yellow instead of red and stay colorized much longer (should disappear before they really even try to fade back to white).

-Level 1 enemies are now worth 35 EXP instead of 25 (+40%)...accordingly, their numbers on the "Light Forest" map have been reduced by ~30-40%.

--Numbers in the "Forest Maze" reduced from 16x4 to 9x4...which is ~44%...but there were already WAY too many of them (though they are very avoidable).

-Reds and Blues now have some elemental resistances to magic...they don't necessarily make sense...but if you're expecting sense out of reds and blues...I got bad news for ya...

-All items are now significantly more potent...accordingly their prices have gone up significantly as well (not that you'd know this, since there hasn't been a shop yet).

-Cost of elemental magic reduced by 40% (from 5x final multiplier to 3x).

--Siren and Necromancer "spell" costs reduced in same way (screeches/wails not affected).

-Cost of healing magic reduced by 20% (there's no formula here, just a "how desperately is it needed?" progression)

--Barrier spells changed in same way.

--Regen spells not changed.

-Blind spells costs halved.

-Silence and slow spells costs down 60%

-Poison spells costs down 60% (from 5x % per tick to 2x)

-Dancer now learns "Inspiring Jig" (MP recovery move) at level 10 instead of 40.

-The standard level for learning Tier 3 weapon skills has been lowered from 25 to 20.

-The standard level for learning Tier 4 weapon skills has been lowered from 50 to 30.

--I didn't set these things up for nobody to use 'em...I'm workin' too slow on gettin' ya to higher levels.

-Wands will now have a weapon skills when you're level 20+.

-To promote exploring your abilities...players will now receive a 2.5x max HP/MP buff at startup.

--The full restore after the 1st drone has been changed to HP/MP+5000 (so as not to dispel the effect).

--A 2nd HP/MP+5000 has been added at the point where they discuss the moat.

--A 3rd HP/MP+5000 has been added at the point where the lv5 enemies start ('time to heal up' note removed since it's taken care of).

--Extra line added to dialogue box about getting a full restore when entering the tower stating that it will remove the HP/MP buff.

-3rd member's party will also receive this buff when they start up.

--Full restore in the center tile of the maze changed to HP/MP+5000.

--Note about buffs being removed when moving to the next map added to both required events.

-Extra thoughts from Franseska regrading the noise when rolling for your princess.

-Number of enemies on the "Deep Forest" reduced by over 20% (2 each out of the first 2 sections, 4 each from the 2nd and 3rd sections, and 3 out of the last section...total down from 47+5 bosses to 32+5).

-Light/Dark Arts now only lock out the other Arts for the current turn.

-Different accessory types now give different stats (instead of all giving HP+10).

-Dagger base damage increased (from 1/2 attack to 2/3).

Readme File (that's the book in the character selection room):

-Now has a mini-label to point it out as a thing.

-"Math" section buried a layer deeper and corrected for the changes made back in 0.0.2

-"Terms" added...feel free to ask for more

-"Why so many females?" added...with long (spoiler packed) explanation.

-"Difference between characters?" added.

-"Strategy" added.

Princess's tower:

-An autorun event added when clearing the last of the 19 rooms that suggests going and checking the last door anyway (what you're supposed to do).

-The chest just inside now contains 75 Potions (up from 50) AND 25 Ethers (up from 0).

--Ixion's comments about lacking MP recovery items changed (to concern about low number).

Buffs:

-Protect and Shell spells now cost half as much, last twice as long (10 turns > 20 turns), and remain after battle.

-Protectra and Shellra spells now cost 3x as much as single target versions (used to be 2.5x, but still 40% less than before), last twice as long, and remain after battle.

-Boost spells now cost half as much, last twice as long (5 turns > 10 turns), and remain after battle.

--Tier 2 boosts potency lowered from +25% to +20% to stay consistent with MP cost being half of the potency (can't set 12.5MP as a cost).

-Spirit spells now last twice as long (5 turns > 10 turns) and remain after battle.

-Songs now cost 0 MP, and last until the battle ends but carry a slight HP drain on the Bard (or Bards if you have multiple...state hits all party members, but all classes except Bard are immune)

--Accuracy and evasion song potency has doubled.

--Due to no longer needing MP...Bard's MP growth has been slashed (10 > 5), but attack growth increased (3 > 5).

EDIT: Typos...forgot to scan over what spellcheck didn't like before posting.



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