Devlogs
Version 1.1 Released
I hope everyone is doing well, if you haven't heard A Stolen Love and the Forgotten Promise made the finalists of IGMC! Which both myself and Indrah are thrilled with!
Anyhow, we have an update for you. Thank you to everyone who provided feedback, we listened and used it to inform this update's quality of life improvements.
Game Updated to Version 1.1
I believe all save files should be compatible but can not guarantee it.
Bug Fixes
- One of the enemy troops in the forest has been corrected, you should no longer find any DUMMY encounters.
- The Passive Skill menu now displays PP instead of incorrectly displaying MP.
- Certain icons have been corrected/updated for better clarity; haste, def -> dex, mag -> int, mdf -> wis
- Extra Attack and Extra Accessory now have descriptions in the skill tree system to better inform players.
- Splash Axe has been reworked, apologies to the people who I said exact kill to, if you scored a critical hit or the enemy was weak to water, and the crit damage or weakness damage caused the kill then Splashback wouldn't trigger. It has all been fixed, and if you get an exact kill then Splashback will do 3/10 (normal/berserk) damage.
- The passive skill Ferocity now works. No one reported this! I stumbled across it during my work updating Splash Axe.
- Status effects on skills are no longer 100%, this was a bug. Enemies on normal difficulty now have their intended resistances.
- I am hoping we have fixed the "stray pixels" on the battlers. If not please let us know, we've never been able to reproduce it ourselves but have tried our hardest to fix it.
Polish/Quality of Life Updates
- Lilith no longer has A,B,C for her different lives.
- Players will now get visual feedback on critical hits, elemental weaknesses/resistances, and status effect changes.
- Known weaknesses are now displayed upon targeting enemies.
- There is now a note in the battle end messages when you have new skills available, gain a skill point, or master a skill tree.
- Alexander now has a flashing second self to indicate when he has two actions available when using his Time Magic skill tree.
- The initial tutorials have been re-ordered. You will now get the passive skill tutorial after battle three, you will also be given an MP+20% passive skill item to facilitate learning how that system works. The skill tree system tutorial now takes place after your fourth battle when you will be able to learn your first skills (if you did not change your default trees).
- The interaction icon for the sheep stuck on the mountain has been expanded to make it more clear you can interact with it.
- There are now three difficulty modes, you will receive the option to change difficulty after your fifth battle, following this battle you can change the difficulty at any time from using the "Change Difficulty" key item.
- The status screen has been updated, you can check all your status resists in one handy place now! No more checking skill trees, passives, and equipment to work out your status effect resistances.
- While no one reported to us that they got stuck on the final boss, we had a lot of feedback about instantly losing the final boss on first tries due to not taking any form of charm protection. We have added one very clear warning in the castle area.
We have genuinely been buzzing and ecstatic with the feedback and responses we've had so far. So please leave us a comment if you play (and especially if you find any bugs that have not been found so far).
All the best Fomar0153 & Indrah