Game
20 Sides of Random
4 years ago

v0.1.2 - FaeWood

Fae, Fairies, Pixies...overdone and predictable, right?

How 'bout this...players need magic to win these battles...but we force them into tank classes!

Evil? Maybe...

Fun? For me.

Next update may take longer...idk what its gonna be yet.


Bugs:

-Amy's (Princess - 3) character during "stand around and talk" events was set to "Autorun"...this could possibly cause an endless loop (as the event page was empty)...a quick test of these events did not cause this to occur for me

-Scholar's "Tabula Rasa"...or rather the states applied by it...were not updated when Scholar's separate versions of spells were removed in favor of the versions all other classes use...this would cause it to open up a bunch of enemy only skills with incorrect descriptions (why write something no one can ever possibly read)

--Since this ability has to date only been available to Franseska and Vetala-4th (and remains available only to those 2)...I deemed this not worth an emergency update

-Warrior's "Provoke": description wasn't updated along with change to duration (2 updates ago)

-I didn't finish the "Pet Check" common events that run at Home Points when changing classes...Heroes were finished, Princesses up to 2 were in place, and nothing in the 3rds event...since Princesses 5, 6, and 18 were the only ones up to now that could have pets...pets were always de-summoned when changing classes, even if the Princess didn't change away from her starting class...this is what happens when you decide not to finish that because it's not relevant until the next update, then wait 7 months to do that update

-I've had several instances of all my party's equipment getting stripped off...idk what's up with that

-Familiars COULD cast magic...despite Angelica's blurp about them explicitly stating that they can't...

-Class Boosters would not be removed when changing classes...so...once again...a plugin doesn't work the way I want it to...so I have to do a bunch of database work that no one will ever know about...

-Shell 1 fell victim to mouse wheel scrolling while pointing at the wrong area and wasn't in Magic like it was supposed to be (this may have happened after the last update, idk)

-When failing to capture a flag on an 2nd+ Blood Gulch run...leaving without exiting the cave would cause the mercenary to immediately offer their services upon next entry...almost willing to call this a "feature"...but people are looking the wrong direction during the scene...so bug it is

-There's a "Conflicting switches..." error message inside the new stuff...I think I found the reason for it happening to me, but I left the error message anyway...if it pops up, holler.

Misc:

-The bases in Blood Gulch now have half as much HP...but the auto-battle timer has been cut to 15 minutes (thus keeping the DPS check at roughly the same level)

--They are also immune to the Thunder and Sudden Death elements...kinda forgot that "Chaos Die" and "Valhallan Intervention" have the potential to 1-shot things...

--The bases are now also immune to Yin's "Mesmer-Eyes"

--Most of the other "boss" enemies in Blood Gulch are now also highly resistant to the Sudden Death element (though with the way those attacks work, it will still have a rather large effect)

-White Mage did not have access to its "Retribution" skill (level 35) as intended..."Smite" moved from Abilities to Magic

-Catcall/Call Familiar will now reset the used variable to 0 at the end of the summoning, and only roll if the variable is 0 at start of summoning (this is 100% background, but allows me to easily control the summoning by setting the variable before the ability is force used)

--For those whose saves already have a Cat/Familiar active...your 1st summoning after the update will have the same roll number (provided you do it before any scripted summoning)...which doesn't mean much if you summon the other type, but same type...you'll get the same one

-Harpy Screech (Siren) now lasts 2-4 turns instead of 1-2

-Class Boosters are now all an armor type that can only be equipped by the associated class

-Enticing Gaze (Nymph) now has an MP cost (2)

-All Nymph magic now generates a little TP

Story Progression:

-The programmers are in!

-The FaeWood (Tanking tutorial, Franseska returns!)

-The Fae Queen (unlocks Paladin, Fencer, and Lancer)

-Sector 8 (Siren, Necromancer, and Nymph class crystals can be found here)

-Version wrap-up

Notes about "pet" classes (Necromancer and Nymph...for those that haven't experienced princess Amethyst, Azure, or Angelica):

-Catcall (Nymph) will summon 1 of 4 random (equal chances of each) cats into your party (de-summons any cat/familiar you already have)

--Cats all have the same equipment, which cannot be changed

--Cats have accuracy and evasion boots, as well as extremely high agility...making them excellent healers via Dancer or Medic (1 of each available as starting class)

-Call Familiar (Necromancer) will summon 1 of 5 random (equal chances of each) familiars into your party (de-summons any cat/familiar you already have)

--Familiars have unique starting weapons/shields, but CAN change equipment

--Familiars start each battle with half their lost HP restored as a barrier...since they can only be healed in battle by a Necromancer (reduces likely-hood of them being repeatedly killed...all methods of revival work...but only removes Knockout, no healing)

-Cats and Familiars CAN change classes

-Cats and Familiars cannot use "Catcall" nor "Call Familiar"...in case you were getting any wild ideas about spawning infinite pets (though the de-summoning would take care of that anyway)

-Neither Cats nor Familiars can cast magic...severely restricting their ability to deal magic damage (only via Siren, Geomancer, or Wands)

-Due to the random nature of their summoning, Cats and Familiars all gain 10% more EXP than normal

-When changing classes with a pet in the party, a message will appear reminding you that the pet will be removed from the party if you exit the menu without someone capable of sustaining the pet in the party (not including the pet itself)

--i.e. your cat will go away if you no longer have a Nymph in the party, and your familiar will leave if you no longer have a Necromancer

Lancer:

-"Brace" is now in Abilities instead of Skills

-New ability: "Self-Care" - level 15 - restores 10% of max HP plus grants 5% regen for 3 turns...increases target rate by 150% for those 3 turns

--Under normal conditions, this would be barely worth using...however, under the special conditions during this update's adventure, this should allow whoever gets stuck as a Lancer to keep themself alive in the absence of a healer

-New ability: "Buckle Down" - level 5 - does the exact same thing as Brace, but lasts for 3 turns

0.0.x saves:

-As required class changes are performed by the system...not being able to change class manually should not interfere

-Class abilities being learned to the character rather than being tied to class...might let you cheat a bit

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Spoiler Alert!:

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FaeWood:

-Under normal conditions: Hero becomes a Lancer, Princess becomes a Paladin, and 3rd becomes a Fencer

-Ophelia (Princess - 20) triggers Princess to become Fencer, 3rd to become Paladin

-Lisa (3rd - 9) triggers 3rd to become Paladin, Princess to become Fencer

-Lisa + Zelda (Princess - 7) triggers 3rd to become Paladin, Princess to become Lancer, and Hero to become Fencer

-Lisa + Zelda + Pearl (Hero - 17) triggers 3rd to become Paladin, Princess to become Lancer, and forces Hero into a role reversal

-Role reversal has a 25% chance of triggering anyway...under which the Hero becomes a Nymph (and thereby the "Damsel in Distress")

-Lancer's "Valhallan Intervention" will be unavailable during this adventure (because I don't want to make the bosses immune to the portions of it that could potentially 1-shot them)

-Auto-battle will be disabled in the FaeWood

-The Princess will be set to level 25 and have to protect a group of uncontrollable Black Mages through 4 normal encounters and a boss...the Black Mages cannot be healed (other than being full restored before the boss), and will leave if their HP drops under 10...enemies will run an "enmity (target rate) ability in use" check before attacking, which will make the Black Mages untargetable if such an ability is in effect (otherwise, normal targeting rules apply)...it will take 6 hits from the normal enemies to reach this threshold, but only 2 from the boss

--The 3rd member will also be set to level 25 and protecting a similar group...again, through 4 normal encounters and a boss (a 10-battle tanking tutorial isn't too much, right?)

--The bosses are EXTREMELY physical damage resistant (95%) and have high defense and HP, but low magic defense and low damage output (compared to a lv25 tank's HP, that is)...meaning you might be able to finish the challenge even if your Black Mages all flee, but it'll take forever (no timer this time...though I should...this MIGHT be the reason for the 250 potion/ether allowance...maybe...)

--Each Black Mage that survives the tutorial will grant you a piece of "master craftsman" equipment once everyone is back together...so, if you don't care about that...feel free to try getting through without them (I am genuinely interested in whether or not it's possible...I don't think it is)

--Because I really want you to do this right (and to avoid an infinite loop of having a fight you have to win, but can't)...an event will spawn that re-adds the Black Mages if you LOSE the boss fight (escape will not do)

-The Hero will start at level 1...with exactly enough enemies to reach level 15 before their boss (which will elevate them to level 15 if not reached properly...though I won't be telling you that ingame)

--Franseska will arrive to help the Hero 3 turns into their boss battle...as either a lv25 Scholar (higher if she already was, uses a special version of Tabula Rasa that doesn't expire until battle end and Fire 3 upon arrival), lv25 Necromancer (summons Trixie, because

she's the only Familiar with attack magic...forgetting that Familars can't cast...), lv25 Siren (using Harpy Screech then Forceful Note on arrival), or...if the role reversal was triggered...lv 25 Fencer (uses Parry and casts Protect 2 on herself upon arrival)

--Because of how the editor program works...Necromancer and Fencer Franseska will have special states applied to emulate the weapon/shield she's supposed to have...because the editor will only allow force changing to equipment an actor's DEFAULT class can equip...this weapon/shield will be added to inventory, but not actually equipped...a prompt will come up after the boss battle explaining this and suggesting what to equip Franseska with

--Franseska's class upon return will determine her model/race (this is likely to change again, don't get too hung up on it)

--If role reversal is triggered, the cat/familiar variable will be set to 20...causing Catcall to summon Diva (and will make sure her class is set to Siren...the only class a cat can deal magic damage with)...if Catcall is not used before Franseska arrives, Franseska will insist the Hero use it, and a level 15 check will be run on Diva (whether summoned now or previously)...as Diva will be the only source of damage, the boss will also start taking 7.5x Sound damage after Franseska arrives

-Hero, Princess, and 3rd will be returned to their starting classes at the end of the adventure

RWBY assets (to preempt anyone yelling about "stolen" art...though I'm beyond caring and would welcome the attention) :

-Sprites...I drew them (photoshop)...over an RPG Maker base model to maintain proportions (most recent change was 11/27/2018)

--If they look a lot or exactly like somebody else's...we're trying to copy something...what do you expect?

-Speaker faces are screen captures...that I grabbed myself

--This also applies to the Red vs Blue faces from the last update and the guys in the Princess Tower...but I doubt anyone cares about that

-Enemy models are trimmed screen captures...that I grabbed and trimmed myself

Strong Characters this update:

-Minerva, Sol, and Phoenix (3rd - 1,2,10) having natural access to magic can speed their section up quite a bit

-Brina (Hero - 19) having natural tier 1 magic can speed up her boss battle a bit...though may slow down her regular fights getting there if auto-battle is used

-Que (Hero - 20) having Poison 1 can speed up her boss battle a bit...though her other magic access is very likely to slow her down significantly on the way there if auto-battle is used (auto-battle likes to cast heals)

-Ixion/Pearl (Hero - 16/17) having fire/ice breath can speed up the boss battle significantly

-Amethyst and Erin (Princess 5 and 9) having natural regen will negate the need for healing (for the most part, anyway)

Weak Characters this update:

-Azure and Sapphire (Princess 6 and 15)...using their specials (Tail Brain and Beast Mode) will lock out tank actions...leaving your Black Mages' survival in the hands of the RNG

-Null (Princess 16) will almost certainly lose her mages if you leave things up to the RNG



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