Pre-Alpha Patch Notes: November 29, 2020

Demo here.

GENERAL UPDATES

  • Chapter 1 complete!
  • Poison is now affected by MDEF instead of DEF
  • Paralysis is now affected by DEF instead of MDEF

BUG FIXES

  • Removed audio fade out bug when a party member dies

MONSTER UPDATES

Slimeliar

SLIMELIAR

  • Changed HP reduction by Transmutating from a flat 5 damage to 1% of current health
  • Fixed battle sprite anchor

Pre-Alpha Patch Notes: November 24, 2020

Testing period has ended.

GENERAL UPDATES

  • Added more event movement animations (e.g. character will move forward to attack)
  • Most skills now have SFX
  • Berries and ethers removed. 5 PP restored after every battle
  • Added position advantages (back vs. frontline)
  • Added melee vs. ranged elements to attacks that are affected by positions (when in the backline, you cannot use melee attacks)
  • Made it so that death in battles do not end the battle. To avoid the ease “sacking” brings to the game when doing a normal Nuzlocke run in Pokémon, the next monster in the list will automatically be switched in
  • Delay when drinking drinks removed

BUG FIXES

  • Celestial Heal is now affected by Sanctum Benediction

UI CHANGES

  • Overhauled the menu UI
  • Added new illustrations to the menu screens
  • Changed stat polygon’s colour to make it more cohesive
  • Updated the quest, party formation, and status screens to match the other screens
  • Sprite placeholders changed to diamond shape to more accurately match the game’s catching device
  • There is now a barebones minimap + clock HUD.
  • HP gauge colours now change according to health. Enemy HP gauge is now red.
  • Enemy HP bar moved to the top to be consistent with the player HP bar

MONSTER UPDATES

Roebi

ROEBI

  • Increased “Celestial Heal” limit to 15
Musmus

MUSMUS

  • Added “Hiding Skill”
  • Shadow Chase now works even when hiding
  • Changed his passive to make his early game easier – his basic attacks now hit twice
Homuna

HOMUNA

  • Changed “Necromancy” to make it less niche. Necromancy now works like Blood Wine, but only works for 5 turns and does not stack with Blood Wine and itself.

Pre-Alpha Patch Notes: September 28, 2020

Testing period has ended.

GENERAL UPDATES

  • File size has been further reduced
  • New skill VFX:
    • Sealtiel’s Embrace
    • Heal
    • Precatio
    • Divine Absolution
    • Fungus Fire
    • Madness
  • Potions have been renamed to “Egg” and now work differently – they can only be used in battle and will not provide burst healing anymore (instead provides healing over time)
  • “Ether” renamed to “Berry”
  • Diagonal movement and pseudo pixel-based movement have now been implemented. Movement should now be smoother and less “clunky.” WASD works better with this than the mouse. As using the mouse to move diagonally may sometimes make the pathfinder go crazy, diagonal movement with the mouse has been disabled.

BUG FIXES

  • Skill menu plugin now plays nice with ultimate charge button presses
  • Removed bug where clock appears on HUD upon closing menu
  • Frame skipping when facing first boss has been fixed (hopefully it stays that way)

UI CHANGES

  • New item, skill, and options menus in “experimental” stage
  • Added a “flashlight” in battle to cast light upon the battlers and HP gauge when it is nighttime
  • Modified choice boxes to fit the speech and text boxes better
  • Simplified the party, item, quest, and skill menu screens so that you’d only have to hover on the category to select it (not have to click it anymore) – which also makes exiting the menu more efficient (2 escape button presses instead of 3)
  • Switching monsters in the party menu no longer requires clicking on a “change” button – simply select the monster and another monster from the list to switch
  • Made icons larger and produced icons for most states
  • Added “+” icon to status points page
  • Removed categories in options menu – everything is now on one scrollable page
  • Added very rough scroll indicators
  • Changed the annoying cursor to a more (but still not final) user-friendly one
  • Fixed weird gap in augment selection screen
  • Status icons have been made smaller, but they will still be changed to custom ones

MONSTER UPDATES

Coco

CHAPTER ONE BOSS

  • Will now use his other skills and ultimate skill more frequently
Roebi

ROEBI

  • Included Roebi’s second evolution, Roesda, in its preliminary form (just stat increases and no animations and additional skills). The second evolution can be accessed per adoption. Primary stat increase: DEF (45 >> 70) and MDEF (60 >> 120)
  • Divine Absolution now shows how much HP the user healed
Musmus

MUSMUS

  • Included Musmus’ second evolution, Mazazel, in its preliminary form (just stat increases and no animations and additional skills) The second evolution can be accessed per adoption. Primary stat increase: ATK (70 >> 85) and AGI (50 >> 80)
Budper

BUDPER

  • Included Budper’s second evolution, Poppy, in its preliminary form (just stat increases and no animations and additional skills) The second evolution can be accessed per adoption. Primary stat increase: MHP (500 >> 600) and DEF (75 >> 90)

Pre-Alpha Patch Notes: September 21, 2020

GENERAL UPDATES

  • Increased Perfidy’s accuracy from 75% to 90%
  • Switching now subtracts 1 and adds 1 to the ultimate charges to avoid switch exploitation (wherein the user constantly switches to get everyone at full ultimate charge)
  • Reduced step distance from 48 to 20 to mitigate skipping frames
  • Augments are back — test augments include an HP augment, a heal skill augment, an AGI augment, and a MATK leveller augment
  • Augments can now be removed and added via an NPC. Replacing an augment will remove the augment from the wearer and return it to the inventory
  • Consumable shop now open again (potions + ethers)

BUG FIXES

  • Fixed “immortal slime” bug
  • Fixed bug where HP gauge doesn’t appear upon switching out

UI CHANGES

  • Status turns text temporarily changed to a lighter colour to promote readability
  • Started working on preliminary set of icons (mostly main status effects) — will probably make them slightly bigger

MONSTER UPDATES

Coco

CHAPTER ONE BOSS

  • Made boss a lot less evasive (hits for bosses will now largely (if not fully) depend on the player’s hit rate, not the boss’ AGI or evasion rate)
  • His ultimate skill will no longer proc twice to make Blood Wine viable again
  • To make other tanks viable against this boss, his ultimate skill has also been changed to a neutral type. All other boss monsters will most likely also have this trait
  • Reduced boss shield wall to 10%
  • Reduced the boss’ Shield Wall to 2 uses and Madness to 3 uses (Madness HP recovery decreases each time, but ATK also increases each time)
  • More changes to his AI
  • Removed his life steal
  • Changed his basic attack so that it also procs a bleed effect (so he does not look so miserable if the battle stalls long enough to reach this point)
Budper

BUDPER

  • Battering Ram will now only strike once
  • Reduced “Charge” to 10 uses (from 15)
Slimeliar

SLIMELIAR

  • Gave Slimeliar Earth an ultimate move — “Knockback X” — though it will be weaker than the other Slimeliar forms’ ultimates to balance Slimeliar with the other DPS (60 base damage)
  • Removed skill costs to Transmutate, instead gave it a -5 HP “penalty” as a small HP penalty aligns more with the skill lore, Slimeliar’s lore, and Slimeliar’s passives/play style (i.e. switching constantly to absorb moves, thus negating the -5 HP penalty)