Posted September 16, 2020 by Feenicks
#demo #rpg
I feel it's about time I put out the updated demo, seeing how I've been sitting on it for well over two months now.
Important things of note:
- The first dungeon's been ripped out and replaced with something much more fitting the overall story and themes of the game.
- The Generalist, a class exclusive to the first character you make, which can equip anything without stat penalties and gets a broad range of skills, but has no outstanding stats to compensate.
- Difficulty modes; Standard is the difficulty of things prior to now, while Normal/Easy/Very Easy give progressively higher boosts to [non-HP/SP] hero stats in battle.
- A whole bunch of bugfixes across various aspects of the game
The changelog is in the .zip as well, but in the interest of completeness I've added it here:
v.032: September 2020. Removes Initiation Cave, with the Ruins of Letegarme now in its place as the first dungeon. A whole bunch of plot stuff
has been changed around to fit this [the overall structure's still there though].
First character now starts out as a Generalist, a class that has flat stats across the board, learns a broad selection of skills, and perhaps most importantly can equip every piece of equipment in the game without penalties.
Changed the rate of random encounters to further decrease the more times you fight them on a single map.
Also added some difficulty modes! Standard is the original, while Normal, Easy, and Very Easy give increasing boosts to non-HP/SP hero stats in battle [up to double for Very Easy]. Please use responsibly.
Bugfixes:
-Add-ons ¤Molt and ¤Dampner don't give you -9999 in every stat; just 0, like they should've done in the first place.
-The first and fifth hairstyles no longer swap when special cutscene animations happen.
-Survey results for a whole bunch of enemies have been changed up, mostly making them more reliable/better.
-Portrait graphics have been changed up so as to be more consistent; a few of the portrait-specific colors have also been changed. Portraits
for hero styles 1 and 5 have been swapped so as to be consistent with the hairstyles.
-Various shops that had their associated text boxes not stick around as long as they're supposed to now don't have that happen
-Various textboxes and scenes have been rewritten or otherwise edited.
-Add-On 'Molt' is now properly considered an add-on by the equipment menu.
-The bestiary screen should no longer exaggerate how many weaknesses or resistances enemies with more than 7 of either have
-The arrows in the shop screen showing how the selected equipment compares to your current one should now be correct.
-Attack bugfixes:
*R.Dagger doesn't use the default attack critical anymore [or any crit, for that matter]
*Agni Step/Fros Step/Hard Step have sound effects now; Fros Step also won't go into Agni Step.
*Debuffs are properly influenced by their intended resistance/weakness [as opposed to only the DEF Debuff resistance of enemies being relevant]
*Revenge/Revenge II use Standing Strike animation instead of Strike animation
*The attack-boosting part of Lux Spark shouldn't have a number pop up during it
*A few of the stat-boosting attack items now aren't falsely advertising what stat they raise, and furthermore shouldn't change what item they say they are when they're used on someone with heavily-boosted stats
*Defog, Limber now cure the statuses they're meant to
*The levels Mages learn skills have been slightly adjusted;
-Alfros: 14 -> 12
-Agnis: 18 -> 15
-Frost: 20 -> 16
Other notes:
-If you're currently in the Initiation Cave in a loaded save, you'll be kicked out rather unceremoniously.
Known issue:
-certain scenes may pitch a fit when there's holes in the party [I've hid script errors from popping up and gone through the scenes most at risk of this happening, but I may have missed something]
-engine bugs mean that attacks with turn delays may double up if choices are backed out of when choosing attacks in battle