Game
20 Sides of Random
3 years ago

v0.2.3 - Grind Reduction

Bugs, class changes to streamline auto-battle, increase to low level EXP, enemies removed...mostly aimed at getting through the "tutorial" faster.

And introducing...Lite version...less/faster combat and faster traveling.


"Lite" Version:

-Saves are compatible between normal and "Lite" (downloaded version anyway)

-Trivial battle is always ON in "Lite" (even when automatic battles aren't normally available)

-Combat text reduced (states text removed, switching to the "simplified" version offered by the battle core plugin does not speed it up at all)

-Animations cut shorter and run at ~2x speed

-Special Abilities give +50 stats

-Blood Gulch bases have 60% less HP (Medievil have 20% less)

-Kugane "non-optimal" damage resistances much lower and wins count 2x

-Non-"Story Progression" unique items will be unobtainable in Lite (events won't appear or fight will be totally un-winable)

-Visable turn order plugin removed (since it doesn't matter at all and just eats resources)

-"Map View" KI allows you to change your movement speed (normal, 2x, 4x)

-2x EXP gain, 2x healing effect, 2x TP gain, 50% MP use, 20% accuracy bonus (built into the auto-battle state)

-2 for 1 zombie kills

Bugs:

-Familiars could not be healed...the intended element absorb code was nowhere to be found...even though I supposedly fixed the exact same issue over a year ago...

-When performing an auto-battle check in trivial mode outside of a full restore...party members with 0HP would become knocked out and unable to receive the re-up of the trivial mode buff that makes them immune to knock out...because the trivial buffs common event removes the states then re-applies them (in case the buff type has changed)

--To remedy this...a remove state: knockout has been added before re-appling buffs as well as an entire party HP+1 before removing buffs (to prevent a possible game over from all party members having 0HP when immortal is briefly removed)

-"Sector 2 is now open..." Sector 5...not 2...

Models:

-Adjusted some of the default RPG Maker sv enemies so that more of the model is affected by the "Hue" slider

--Effect: Blood Gulch (and a few other places) battles will be more colorful

Details:

-"Where to go next" bit added at end of a certain phone call event...the "where to go" is kinda brief, mid-event, and not super clear...plus you don't have a help item at that point...

--And because of that last part...added a bunch of guide arrows around the world...well...just Springfield, 7th Heaven, and Doc's Cave

-Nearly all Animations have had at least 1 frame cut

Dark Knight:

-No longer has access to elemental spells

-Now has a set of 8 class unique spells

--4 Drain-STR spells (normal, +, -ga, and -ga+)

--4 Drain-MND spells

--These apply stacks of attack/magic defense -10% with 50/50 chance per stack (up to 5 from a + spell for -41% atk/mdf)

--Being debuffs, the auto-battle A.I. will NOT cast them

-Why mdf down not def down? Mdf down retains Dark Knight's ability to boost the party's magic damage output, by increasing the damage of others now that they've lost the ability to throw in a little themselves.

Archer:

-New lv1 Abilities: Flaming Arrow and Freezing Arrow

--These deal magic damage of appropriate element, with the standard formula for a 10tp skill (for a bow anyway)

Pearl/Ixion:

-Ice and Fire Breaths are now hp based (current hp/4 for 25tp)

-Ice and Fire Spit are now hp based (current hp/10 for 5tp)

-Still considered magic ice/fire damage

-Auto-battle A.I. will likely still use these...hopefully they won't be AS pathetic when on a non-caster class

Brina:

-Special ability changed from "Black Magic Specialization" to "Black Magic Woman"

-Rather than T1 elemental spells, she now has a special spell of the same name.

--The "Black Magic Woman" spell costs 100mp and deals 1000 points of magical Sudden Death damage

--Auto-battle A.I. will very likely LOVE this spell...but due to high cost, won't be able to waste too many turns on it when it's ineffective

Que:

-Special ability changed from "Enchanting Specialization" to "Enchantress"

-Rather than T1 enchanting spells, she now has a special spell of the same name.

--The "Enchantress" spell costs 50mp and grants all OTHER party members +1 actions for 4 turns (technically 5 because it executes last, ticks down 1 before you can make use of it).

Minerva/Sol:

-Rather than T1-3 water/fire spells, their specials now grant Hydromancy/Pyromancy spells.

-Hydromancy costs 50mp and grants all OTHER party members +15% crit rate for 4 turns.

-Pyromancy costs 50mp and grants all OTHER party members 2x TP gain for 4 turns.

Phoenix:

-Rather than T1-6 Fire spells, she now gets a special Pyromaniac spell

--This spell costs 100mp and deals 1000 points of magical High Explosive damage (new special element that no current enemy has any resistance/weakness to)

-Retains her inability to cast Water spells (as well as being unaffected by Minerva's Hydromancy, though I don't think this can happen yet)

Low level:

-Lv1 enemies EXP drop increased from 35exp to 75

--Lv1 drones slash/pierce/bullet resistance lowered from 50% to 25%

-Lv5s enemies EXP drop increased from 100 to 150

-Likelyhood of enemies using "Suppressing Fire" lowered to 2 (Blues were at 3, AR equipped drones were at 4)

--For reference, in Zombie Tower 3...High Suppression is at 7, while Low Suppression is at 2

"Startup Buff":

-The x2.5 HP/MP buff given to the hero at startup (and the merc team for the glitch maze) now also includes 2.5x all stats and imortality

--This does not apply to "Lite" version

Bandit camp:

-2 enemy groups removed from each of the 1st 3 sections (6 total), bringing the total number of fights down from the original 65ish to 18

--That's STILL too many...but it looks so sparse already...

-The reds/blues in the Glitch Maze now have 2 in the group instead of 3

-The purples in the "Shooting Gallery" are now either 2reds/1blue or 1red/2blues instead of 2 and 2

-Boss now waits until the 3rd turn to start attacking, but now attacks every turn thereafter rather than every other turn

--Lite version still starts on 2nd turn and has higher stats (because of your higher stats...if would take forever to lose otherwise)

Princess Tower:

-2 Fireballs removed (exactly which 2 depends on tower variant) and they now fight in pairs (all at once in Lite)

-2 Chickens removed and they now fight in trios (all at once in Lite)

--These re-use the switches from the forest guardians...pretty sure I set an event to turn them back OFF before anything from their original purpose shows up

-The optional red/blue in their respective rooms has been moved to the center stall...possibly making them easier to avoid and hopefully making it more obvious that they CAN be avoided

-Events in the minotaur battle now occur after turns 2 and 4 instead of 3 and 6

--Why not just 1 and 2 or skip it entirely since it doesn't matter one bit what you do in this battle? Well you ARE supposed to be stalling for time for the princess's plan...

Tutorial Forest:

-Some fixed position 4x rat/drone groups have been removed

-The nearly unavoidable 2x drone has been removed

-1 each of the rats/drones circling the big tree has been removed

-The "circling" reds and blues in their 1st area have had their movement frequency dropped from 5 to 4

-The pacing reds now cover 5 tiles instead of 3 (increasing the window of possibility for slipping past them)

-1000 EXP will now be granted after 1st rolling for your princess (much to Franseska's surprise)

--This and the 5 unavoidable battles to this point will easily get you to the stated lv7 "requirement"

-Lite: ~50% of enemies removed

Deep Forest:

-Number of enemies reduced

-Lite: ~50% of enemies removed (after above reduction)

Blood Gulch:

-"Normal" reds and blue (the ones that endlessly respawn) have had their HP halved

--This applies to Blood Gulch: Medievil as well

Sewer Shark:

-Base enemies defensive stats lowered from 50 to 40 (sorry, designed before trivial mode was scaled back...meaning this area's probably downright tough for anyone fighting manually...)

-When calling in the passcode after a certain point in the story...the new guild receptionist will now pick up (oops!)

Transporter Hell:

-Most enemies HP cut in half or more and defense lowered 20%

--There's a big difference between a time sink just before you run out of current content and dev is out of his damn mind...this was (probably still is) the latter

-Added a couple counters to the wall...not real obvious what they mean...left gives you an idea how much longer you'll be in this room, right how much longer you're in transporter hell

-Lite: 3 less wins required (via +3 to wins variable when teleporting into a room)



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