Game
20 Sides of Random
4 years ago

v0.1.3 - Guide Star

If that doesn't make it obvious who the main character this update is...I don't know what will.

Discord link added to game description (near the bottom)...seemed like a good idea at the time.

Expect nothing but fixes over the holidays.


The usual things to make the stuff from the last version faster:

-Baddie's HP reduced by 20% and 1 removed from each side

-Big Baddie's HP reduced by 40%

-Lancer's "Self-Care" recast increased from 3 turns to 5 (effect still only lasts 3, more about balancing it into the world than anything to do with the last version)

Story Progression:

-The long talk (unlocks Sector 2)

-The (not so) Great Escape (player movement speed will be reduced for a while...this is not a bug)

--The long talk part 2

--The 2nd Great Escape

--The long talk part 3 (unlocks Samurai, Ninja, and Scholar)

--Chimdale (Franseska changes model/race/class again, unlocks Dancer)

--Operation: Midnight Horse (double indent = all 1 long ass scene with a couple intermissions)

-Attack on Kugane (Known Issue: Save>Load will cause the field music to revert to the peaceful Kugane standard until the next team change...engine issue that could be solved, but would be a huge PITA)

--Dethroning the Queen

-Version wrap up

Misc:

-Flash and Flash+ MP cost reduced from 25 to 5

--These now also inflict "Flash resistance" for 2-5 turns, which reduces the chance of the accuracy down landing to 75% (also provides resistance to the resistance status...so things can get pretty random here)

--The MP cost was high to prevent "Flash locking" an enemy from being a viable strategy...the change is more about keeping YOU from getting flash locked

-Stun and Stun+ MP cost reduced from 25 to 5

--These now also inflict "Stun resistance" for 2-5 turns, which reduces the chance of the stun landing to 25% (also provides resistance to the resistance status)

--The MP Cost was high to prevent "Stun locking" an enemy from being a viable strategy...as it was for most of my FFXI career...the resistance version is more like how it work in FFXI no-...er...last time I played...

-*Steel Rapier's normal attacks now ignore defense...this is the new norm for high quality (*) rapiers

--While this greatly increases the damage potential of a FaeWood tank equipped with this rapier...it's still not enough to matter

-The mercenaries in Blood Gulch are now named "Agent X/Z" instead of just "X/Z"

-(Bug) The exits from sector 4 to sector 8 were set to "Action Button" instead of "Player Touch"

-(Bug) Tier 2 and 3 contracts will now be removed from inventory when they properly should (either nobody is playing or everybody is making their money in Blood Gulch...)

-New Ability for Scholar: Sublimation - level 25 - once per battle, sacrifice 25HP to recover 50MP.

-The trigger level to start this update's content was set at 35...this has been lowered to 30 (still checks Franseska's level only)

Weapon/Skill List:

-Knife added to slashing weapons

-Slashing weapons filled in

Character Lists:

-Class Restrictions added to those that have them (Key Item versions only)

-The list (reason)

--Deeda - no Necromancer (personal beliefs)

--Regienleif - no Bard/Siren (voice issues)

--Claire - no Bard (voice issues)

--Indra - no Bard/Siren (voice issues)

--Brina - no White Mage, Enchanter, Summoner, Necromancer, Scholar, or Geomancer (magic specialization)

--Que - no White Mage, Black Mage, Summoner, Necromancer, Scholar, or Geomancer (magic specialization)

--Amethyst - no Dancer (two left feet)

--Zelda - no Siren (elf ears)

--Soprana - no Bard (singer, not player)

--Baritona - no Siren (player, not singer)

--Felix - no Scholar (thinking hurts)

0.0.x saves:

-Once again, all class switching is done by the system and everyone but Franseska is returned to their default class afterwards...you should have no issues completing this section

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Spoiler Alert!

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Now reserved for the Discord (mostly technical crap you don't need to know anyway)



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