This Christmas eve’s patch is a big thank you for all the attention you have been giving Eternal Dreamers throughout this year of development and my gift to you for a merry Christmas! I want to sincerely thank you for sticking with me for so long and for all the advice, feedback and suggestions I have received, all of which have helped improve the game time and time again! And today’s update, of course, is no different! I hope you will enjoy it! Development of Eternal Dreamers is close to complete, but we’re not there just yet!
Presenting the game’s largest patch notes to date, I am going to let them speak for themselves this time around. Please take note of the Christmas campaign that will be active for this new release and be sure to claim your goodies!
Changes as well as bug fixes can be found in the patch notes below:
Updated the battle UI and increased its functionality
Updated the battle transition animation
Boss-type enemies have special entrance animations
All combat areas and quest types will play unique music tracks
A casino attendant will block the entrance to the casino until the feature is unlocked
Mildly adjusted appearance of the garden, casino and shelter areas
Changed the positioning of Anna in the garden area
Changed the price of the roulette minigame on all four levels
Level 1: 10x -> 2x Play Token
Level 2: 50x -> 10x Play Token
Level 3: 100x -> 25x Play Token
Level 4: 500x -> 100x Play Token
Updated the musician with the new music tracks added to the game
New area music tracks will be added to his selection upon unlocking the respective area
Currency is its own item category and owned quantities no longer displayed in the menu screen
Changed the effect of the item Reviver
Before: Removes Knockout status and recovers 100% HP
After: Removes Knockout status and recovers 100% HP and AP
Changed the effect of the item Attack Boost
Before: Boosts ATK and MTK for 2 turns
After: Boosts ATK and MTK of all allies for 2 turns
Changed the effect of the item Defense Boost
Before: Boosts DEF and MDF for 2 turns
After: Boosts DEF and MDF of all allies for 2 turns
Added one playtester-designed weapon to the Infection Fragment exchange shop:
MAELSTROM:
Its whirling blade seems to draw in foes. (11 stars, chainsword)
10x Infection Fragments
Changed the weapon class of the playtester-designed weapon 兵流吉
Before: Katana
After: Dagger
General
Changed the effect of the combat action Focus
Before: User recovers 1-3 AP
After: User recovers 2-4 AP; may cause AP Surge (5% rate)
Hero
Flame Ball cannot target enemies already set Ablaze
The cost, damage calculation and effect of Flame Ball has changed
Before: 4AP; Recover 1-3AP, slight chance to inflict Ablaze on the target and gain 1 charge level; no damage
After: 2AP; Inflict Ablaze on the target and gain 1 charge level; 1/1.5/2/2.5/3% max HP damage based on the target
The cost of Multislash has changed
Before: 7AP
After: 6AP
Reduced the cost of the gauge ability Limit Break
Before: 5 gauge bar segments
After: 4 gauge bar segments
Elementalist
Removed the Elementalist class from the game
Over the course of the update cycle, other classes received reworks and additional abilities. As for the Elementalist, I remained uninspired on how to create a class with a clear purpose and a fun playstyle. The Elementalist may be effective, but ultimately plays plainly. Therefore, I decided to remove the class from the game altogether. I apologize for the inconvenience and those fond of the class and Ende, who was spared from the dream in the end.
Blood Driver
Increased the physical attack value of the Blood Driver at any level by roughly 31%
Renamed Bloody Ensemble -> Blood Echo
Changed the cost of the gauge ability Blood Echo
Before: 6 gauge bar segments
After: 4 gauge bar segments
Added a second gauge ability to the Blood Driver: Cellular Scream
Cellular Scream: 0 gauge bar segments; Sacrifice 50% of the user’s HP to inflict heavy damage on the enemy rows.
Bloody Harvest no longer has a zoom effect
Leader
Reduced the cost and effect of Glory Strike
Before: 4AP; 2 additional gauge bar segments generated
After: 3AP; 1.5 additional gauge bar segments generated
The gauge ability Tactical Retreat will not generate gauge bar segments
Changed the availability, scope and effect of the gauge ability Tactical Retreat
Before: Can be used while charge level 1 or 2; can be used on a character of any charge level; the target recovers 50% of their AP
After: Can be used on any charge level; can be used on characters of charge level 1 or 2; the target recovers 5AP
Assassin
Increased the odds of applying Poisoned to enemies upon the use of Poison Slash
Before: 50/55/X/X/X%
After: 75/80/X/X/X%
Manipulator
The cost, casting time and damage calculation of Bind Hold has changed
Before: 3AP; instant; no damage
After: 4AP; takes up turn; regular damage
Changed the hue and shortened the duration of Polarizer’s animation
Hunter
Renamed the Ranger class to Hunter
The hit rate and damage calculations of Crippling Round, Flame Round, Ice Round and Shock Round have changed
Before: Guaranteed hit; no damage
After: Physical attack; minor neutral/fire/ice/lightning damage
Ice Round and Shock Round no longer cast instantly
Illuminon
Changed the availability of the ability Cure
Before: Orange ability
After: White ability
Practitioner
Reduced the cost of all of the Practitioner’s abilities by 1AP
Updated the description of Waste and Devour to include their charge level reduction effect
Resurrection now is an orange-grade ability of the Practitioner and its cost has changed
Before: 8 gauge bar segments
After: 4AP
Soul Drain now is the gauge ability of the Practitioner and its cost has changed
Before: 4AP
After: 5 gauge bar segments
Discourage and Fear increase the caster’s charge level by 1
Slime-type enemies will recover HP every turn
Boss-type slimes will recover less HP than regular slimes
Removed superfluous attack from Entropia’s ability set
Added new status effect: AP Surge
AP Surge: (3 turns) Overflowing energy allows limitless ability usage.
This status effect will randomly be triggered upon the use of the Focus combat action at a rate of 5%
The Frozen and Stunned status effects both allow for action input, however, the action will not be executed. The purpose of this change is to allow players to weigh combat actions despite the character’s inability to act
Upon expiration or attack removal of Frozen, an ice break animation will play
Changed the effect of Counter
Before: Counter up to 2 physical attacks per turn
After: Counter up to 1 physical attack per turn
Changed the effect of Reaper Drive
Before: -10% AP Regeneration & increased aggro rate & cause recoil damage
After: Attract all physical single-target attacks & cause recoil damage
Changed the icons of Standby Drive and Reaper Drive to better reflect the latter’s purpose
Changed the effect of Shadow Cloak
Before: Evasion rate increased by 50% until suffering damage
After: Evasion rate increased by 50% & AP regeneration per turn increased by 10% until suffering damage
Changed the effect of Smoke Bomb
Before: Hit rate decreased by 25%
After: Hit rate decreased by 50%
Changed the duration and effect of Soul Drain
Before: (5 turns) Lose HP according to 5% max HP of the inflictor per turn & recovers the same amount on the inflictor
After: (Indefinitely) Lose HP according to 20% max HP of the inflictor per turn & recovers the same amount on the inflictor
HP Regeneration is categorized as a set of passive states varying in the amount recovered per turn
News reporter Lucy was replaced by A.I. news reporter ShirA.I.
ShirA.I.’s news reports will play automatically upon starting a new game and whenever a new area is unlocked
Additional artwork of ShirA.I. has been implemented
Updated face bust of Marlon in- and outside of battle
Updated face bust of Natsume in- and outside of battle
Adjusted face busts of all characters to be left-facing
Updated the overworld and combat sprite of Faeris
Partially updated character dialogue
Added various new music tracks to the game
Battle themes will play immediately
Updated the appearance of the party menu screen
Updated Manual
Updated Credits
Improved image loading
The Knockout status prevents being targetable by items and abilities again, those that revive excluded
Upon removal of the Frozen state, actors will now be able to move again on the same turn as is intended
Counter blocks up to 1 time per turn rather than an infinite amount, and does not prevent charge level reduction anymore
Bleeding will prevent HP regeneration effects
Blood Echo will recover the correct amount of HP
Smoke Bomb will play its animation only once
The turn order icon will show the updated sprite upon an enemy’s transformation
The match up game in the casino will show the correct amount of Play Tokens owned while talking to its attendant
Items shown to drop from enemies might not show in the battle results screen
Slot machine win box indicators are slightly misplaced
Nightmare Difficulty (Implementation Phase)
Thank you for your support and have a merry Christmas!