-The "skip tutorial" option with be removed in the NEXT update (0.2.0)...if you haven't played since 0.0.x...now's the time (your old saves won't allow class switching)
-I stated in the last changelog that this update would include the final class unlock...I have changed my mind about that...the boss I want that drop from is going to be under the old Hero, Princess, 3rd, Franseska format...spoiler alert: not gonna get there in this update (chapter 3 has become a 3-parter)
-A certain switch that had no need to stay ON was left ON...this would have no effect player side until starting the next events
-The timer from the "Dragon Slayers" boss battle would not disappear after the battle...minimal, if any, negative effects
-Long Term Bug..."Regroup Here" was intended to override automatic escape point change by home points by setting the "Escape point" variable to 0...I failed to put this in the common event (though in-game dialogue makes this "Agent S"'s fault...she's not exactly "good" at jobs other than kicking ass in other games...so it kinda makes sense)
--Therefore...escaping from a battle during "Operation: Midnight Horse" or Chapter 3-1 (example: the timer running out on the dragon) could have serious, game-breaking even, consequences...
--This would likely cause issues in the FaeWood too...
--This is why I need a Troop404 IRL...
-"Sarah" in Wolfe HQ didn't update her dialogue after events in Kugane (though an event page was set up to do so...)
-The HP of the bases in "Blood Gulch: Medievil" has been reduced from 10k to 5k (now consistent with everything having 1/10th the HP of normal Blood Gulch)
-The trigger level for chapter 3-1 has been lowered from 60 to 55
-The trigger level for chapter 3-2 has been lowered from 45 to 35 (largely due to reduction of grind needed to clear "Blood Gulch: Medievil")
-Non-optimal damage types in "Operation: Midnight Horse" now hit for 35% of normal damage instead of 20% (matched to magic, which was always 35%)
--Removing enemies in this event is not only a huge PITA, but it goes against the dialogue...so this is trying to speed things up without doing that
-Victory aftermath will now be disabled during "Operation: Midnight Horse" (regardless of auto-battle settings)...also helping to speed things up
--This is done every time you change teams after the auto-battle settings check runs...so using the "Auto-Battle Toggle" KI between team changes will override this.
-Trivial battle mode will now disable victory aftermath in any event
--Bosses that have some important drop I want you to see will have aftermath enabled
--Note: nearly all enemy events are set to "random" movement, not "approach"...so nix any ideas of letting this auto-complete events or auto-farm or auto-level grind for you...at least not with any measure of efficiency
-2 new shops (labeled "Dealers?") will appear in Springfield after completing this update's events..."Jay" sells "High-" items, "Bob" sells tier 3 armor
-Impulse now has a tier 4+ rapier instead of a tier 3+ (this will be checked when she first appears in "Blood Gulch: Medievil" and at the end of chapter 3-2)
-Impulse now has access to "Heal-All 1 & 3" in addition to 2 (once appropriately leveled, of course)
-The drones in Blood Gulch now spawn when there are "exactly two" members in your party rather than "less than three" (thereby preventing them from spawning at all during "Blood Gulch: Medievil")
-Soldier class boosters now give resistance to "Suppressing Fire"...25% for 3rd Class, 50% for 2nd Class
--Candi's "Bliss" now also gives her a 50% resistance to "Suppressing Fire"...doesn't exactly make sense, but it's a negative status effect and she's supposed to be resistant to those...
--Aegis type shields now provide immunity to "Suppressing Fire" (the effect, not the damage)
-The "frontline" Reds and Blues (those with 2 units in the battle) now charge directly at each other and return to their spawn point (not a generic one) when defeated...allowing you to shift the line one way or the other if you wish...or to auto-level by getting in between them with auto-battle on (the positioning is a little tricky...not that I recommend it or anything)
-Doc's "healing" that does nothing...now restores 50TP (no effect on enemies)
-Dark Knight now has access to Poison 1-3
-Scholar now has access to Blind, Slow, Silence, and Poison 1s (without needing Arts)
-White Mage now has access to Slow 1 and Silence 1
-Black Mage now has access to Blind 1 and Poison 1
-When using auto-battle in "Dragon Slayers", the "healer" will attempt to poison the dragon on the opening turn and every 6th thereafter (if she's not K.O.ed)
--The dragon will gain additional regen when afflicted with Poison...Poison 1 will balance out to 1% regen (as opposed to 2% unpoisoned), Poison 2 will result in 0 regen, Poison 3 (requires lv30 Dark Knight or Enchanter and manual battle) results in -1% regen
--The dragon has 50% resistance to poison
-Chapter 3-2: Mind the Gap
-Sewer Shark (almost directly copied from Chibi-Quest)
--Includes the 1st Legendary Weapon boss, labeled "Nadia" (unfortunately, does not drop it yet...more of a format test)
-The Heroes' unprecedented dilemma
-Zombie Tower 2: Electric Boogaloo
-Decisions, Decisions...
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