Game
20 Sides of Random
4 years ago

v0.1.0 - OMG, story progression!

Old saves are 2x broken!

But 1 way negates the other coming up...

Can still use old saves, just won't be able to change classes.

I put in a skip function to bring a new save right up to the farthest you could have gotten.


Bugs:

-When attempting the saving throw to get your desired princess...the \ in the code to display the variable that is your roll was backwards (i.e. / )...causing you to not know what you rolled (even though the background figuring was correct).

--The required saving throw value has been increased from 15 to 16...to get the desired 25% probability...brain-fart there.

-Siren's "Forceful Note" (Level 15) was in Skills instead of Abilities

-If "The Un-Stucker" key item was used in the Bandit Camp, then the player backtracked to the Forest Labyrinth...the Un-Stucker event in the labyrinth would trigger and teleport the player back to the initial entrance

--This would also happen if the key item was used before going to the labyrinth for the first time...though the effect would be practically unnoticable (maybe a second fade out/in)

--I have no idea if anyone has ever triggered this effect (I know I haven't), but adding Un-Stucker events to the Hub areas (which are VERY likely to change in the future) made me think of it

-The potency of Bard's "Soul Voice" was overlooked during the stat overhaul (don't know who's fault that would be)

-The defense stat of the "Black Mage" enemies in the bandit camp was incorrect (10 when it should have been 20)

-Franseska's "Pixie" race was not removed from her class list when being locked into her cat form...this will be fixed upon first entering the Hub for old saves (not that it matters...)

-Class change plugin settings were not what I wanted them to be...not that it mattered until now...

--Try as I might...I cannot get class changing working correctly on an old save...recommendations welcome

--Strongly suggested to just start a new game

Misc:

-Suppressing Fire (the state, not the ability) now provides a high degree of resistance to Suppressing Fire...reducing potential message spam (and combat slow-downs)

-Size 3 and 4 shields (Warrior [3 only], Paladin, Soldier, Lancer) now increase target rate by the same amount they increase guard effect (*250% for size 3, *300% for size 4)

-"[B] Leather&Lace" defense increased from 2 to 6

-"[B] Short Skirt/Long Jacket" HP/MP reduced from 25 to 15

-All skills are now tied to class (or light/dark arts) and level blocked rather than learned...because nothing ever works the way I thought it would...this will make for some weird results on old saves...IF they could change classes (HAHAHAHA...hence why it was a good time to put in the work to fix it).

--In instances where different classes learn the same skill...it will no longer be at different levels (because that would be FAR more trouble than it's worth)

--Scholar no longer uses different versions of the same spells...frees up a bunch of space in the skill list for me...makes it so I only have to change things 1x instead of 2x (if/when that's needed).

--The level at which skills are learned...a lot have probably changed...all are on multiples of 5 now.

--The level up display will no longer show when new skills are available (but they WILL become available, system I changed to has been in place on Scholar since day 1, it works)...sorry.

Story (HA!) Progression:

-Tutorial skip available

--This is strictly because of saves being broken...start a new game, say yes to skipping, it'll put you at the end of the storyline for 0.0.8

--You can either input your character numbers (visible on the save screen), or let them be randomly selected...either way, you'll get all the items you should have picked up during the tutorial (give or take some potions/ethers) and be set to level 20 (which is probably low, but whatever).

-The southeast section of the Hub ("Sector 4" or "Springfield") is now accessible!

--conversation upon 1st entering

--plot event 1 (in which Franseska leaves!)

--setting up a group chat (unlocks base classes for switching, or rather, sets unlocking in motion)...requires some money...from...

--Adventurers Troop 479 (unlocks "population control" quests...)

--Yes...the money requirement is rather high...gotta delay you somehow...will lower in next version.

-Advice for preparing for the next version...level a class that can use a gun.

New references:

-The Simpsons

-Clerks

-Genshin Impact

-more Red vs Blue (with more to come)

-probably more...random things that have floated around in my head long enough that I don't remember where they're from, but still giggle at

Races:

-Vampires (and hybrids) now have MP draining Magic

-Angels (and hybrids) now have MP recovery Magic

-Dog hybrids' max MP penalty reduced to 35% (from 50%)

Ace (3rd - 19):

-"Finesse" special changed completely

--Now only affects normal attacks...4% chance each of 5 possible debuffs, that's about a 18.5% chance of something happening, and -1000 action speed (almost certainly dropping him to the end of the turn order)

--Accuracy, crit rate, and agility modifiers completely removed

Pearl/Ixion (Hero - 16/17)

-New "Spit" abilities in addition to old "Breath" abilities

--0 MP/TP, basic magic attacks

Ninja (Atlantis, Erin):

-"Shuriken" is now "Shuriken: Ichi" (no changes to damage/effects)

-New ability - "Shuriken: Ni" - level 20 (more damage/TP than Ichi...but longer recast)

-New ability - "Shuriken: San" - level 40 (more damage/TP than Ni...but longer recast)

-for reference: Ichi means 1, Ni means 2, and San means 3...and they have separate recasts...use all 3 at once at the start of every battle if you want

-New ability - "Chaos Die" - level 1 (Super ability)

--This has been Ninja's planned super ability from the start...I just never coded up what it did until now

--Rolls 1-20, does something based on that number (one of them does nothing, some help/hinder the enemy just as much as they do you)

Nymph (Amethyst/Azure):

-HP growth lowered from 12 to 10

-MP growth increased from 0 to 2

-8 new abilities - all under "Magic", but use physical attack power as mods

--1 of these spells does not use MP, all use a special element (which other Nymphs are resistant to) and can inflict Charm (again, Nymphs are resistant)

--These class skills are designed to be difficult to use continuously without also utilizing Amethyst/Azure's Vampire abilities frequently.

Biker (Yin):

-1st bike (Scooter) available for purchase

--This can be purchased even if you don't have Yin the party...but you won't be able to use it yet (and you'll miss out on her comments about it)

-Class skills tied to bikes (with some level blocking...should not be an issue with Yin and the scooter...more for when you can switch people to Biker and equip high end bikes at lv1)

Marksman (Kit, Rachel, Vetala-1st/Ace):

-Attack growth increased from 1 to 2

-Luck growth lowered from 2 to 1

Dancer (Jade, Diamond)

-Sambas potency tripled, TP cost increased ~50%

-Jigs adjusted

Lancer (Ashley):

-"Brace" now also increases the user's target rate

-Attack growth lowered from 3 to 2

-HP growth increased from 10 to 12

-Can now use size 4 shields

-Princess Guide and Ashley's discussion of the class updated to reflect its new status of "technically a tank..."

-New ability - Leg Sweep - level 1 - 10 TP, normal damage but 30% chance to knockdown, executes quickly

-New ability - Charge - level 10 - 25 TP, 2.5x def-based damage with 60% chance to knockdown, executes quickly

-New ability - Tackle - level 20 - 50 TP, 5x def-based damage with 90% chance to knockdown, executes quickly

--Remember that large enemies will be difficult (some impossible) to knockdown.

-New ability - "Valhallan Intervention" - level 1 (Super ability)

--Functions similarly to Ninja's "Chaos Die", with fewer possibilities (doesn't tell you what you rolled, no "nothing" chance, 20% chance of hindering your party as much as the enemy)

-New ability - Bag of Tricks - level 15 - Can be used once per battle to try inflicting various status effects on all enemies...there are 8 status effects with chances ranging from 5-25%...overall chance of sticking something is ~78%

Warrior (Ganymede, Yowie/Faye, and becomes available to all in this update):

-"Provoke" duration and recast lowered from 5 turns to 3

Paladin (Deeda, Ophelia):

-New ability - "Sentinel" - level 15 - reduces physical damage taken and increases target rate (likelyhood of being attacked)

-New ability - "Rampart" - level 25 - reduces magical damage taken and increases target rate

-both of these have 3 turn duration and 5 turn recast...using 1 will seal both until the duration runs out (meaning you can keep 1 or the other on at all times, but not both)

Fencer (Pearl, Zelda, Lisa):

-New ability - "Dodge" - level 15 - increases physical evasion and increases target rate

-New ability - "Ward" - level 25 - increases magical evasion and increases target rate

-both of these have 3 turn duration and 5 turn recast...using 1 will seal both until the duration runs out (meaning you can keep 1 or the other on at all times, but not both)

Poison spells (Enchanter, Geomancer)

-Potency tripled (3x...1 goes from 1% to 3%, 2 from 2% to 6%, etc)

-Minimum duration lowered to 2 turns (was 5-10, now 2-10)

-MP costs doubled



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