Devlogs
Bugfix and More
Version .7.2 of the demo features one significant bug fix, some balance tweaks, and a bunch of behind-the-scenes stuff for Chapter 3 that I can't unveil yet.
Change log:
- Fixed a bug where on respawn you could select invalid classes/professions, resulting in a missing character sprite and some other general funkiness
- Reduced the base healing value from Super and Mega potions to be more in line with player HP growth combined with the effects of the REC (recovery) stat
- Reduced the AGI penalty from the Demon Mail armor
- Improved Health Containers to provide 15 Max HP instead of 10
- Increased the cost of Elegant Parry, Bladeturn, and similar skills
- Gave Spellsword an additional benefit of raising some TECH skill damage based on player Magic stat
- Provided a visual cue (tint change) whenever an Elite or Potent enemy variant is encountered
Taking into account some player feedback and watching how folks interact with various game systems, I still have a few bits of re-work to do then it's back to the final push to get through the main campaign. At present this is the road map:
- Revise the in-game tutorials (particularly the Skill and Level-Up systems) to provide a visual aid
- Add a reminder for un-spent Skill Points when you try to leave an Area, similar to the prompt when you try to exit without collecting all 3 Items
- Finish Chapter 3
- Finish alternate/shuffled map layouts for Chapters 2 and 3
- Add some fun "dynamic" elements to the title screen
- In-game Bestiary
- Add the last batch of unlockable Upgrades (including the ones you buy with those pesky Map Fragments that currently don't do much)