Devlogs
3/30/21
I've decided to take the game down for a few weeks to undergo some much needed TLC to the structure of my narrative, among other exciting changes. See the list below for expected tweaks and additions.
Installing word wrap to fix some of those annoying text box issues. Fingers crossed.Aggravate Element status effects will now refresh on hit. This means if you get an Aggravate Element on the enemy on the last turn of their Expose, you'll get 3 turns of the status effect refreshed.FP is gone completely. Powers will become Essence Skills you can unlock later (with reduced potency)Focus renamed to Tactics. Tactics will hold any non-core skills that do not cost MP.
- Rage state reworked. Rage disables Guard and Tactics, instead of reducing FP.
Brace/Guard majorly reworked. Now, it's just Brace. Brace is 100% guard, no matter if you have a targe or not. It will come with two caveats: it does not make you immune to Expose anymore (it does remove exposes on you in the moment), and it reduces your threat. Targes will offer % based defensive boosts.Delefon Manor/Dusty Caves and two additional side quests.Optional boss and dungeon added with treasure monsters (more to come on these).More connection between combat and story (including lore about Aggravate Elements).Major change: Adding an "elemental heat/overload" system. Using the elemental system in certain ways can "heat" or "cool" a new gauge. When the gauge is full, Elemental Overload is inflicted on all enemies. I'm still playing with the specifics of this.Major change: The entire intro of the game is going to be reworked.