Posted July 16, 2023 by DoctorSpacebar
#Heroes of Oakenhaven #New patch #Bugfixes #Rebalances #Just plain better in general
Good afternoon!
After a little more fine-tuning, and the discovery and squashing of more bugs, I'm pleased to announce this new version of Heroes of Oakenhaven!
Unless a serious bug is discovered (apart from Tornado Attack having a longer-than-I-wanted range- I'm just gonna roll with it), this will likely be the last patch for some time. However, it adds quite a bit to make gameplay more enjoyable and less obtuse!
As usual, you can move over old saves by copying over the save folder.
Edit as of 8:40: Found another minor bug in playtesting. That should be the last one; the installation's already been patched with a fixed version.
Edit as of 7/17: A tentative fix has been implemented for a potential crash involving Goblins.
NEW FEATURES:
-Off-hand Shields have been added to Eloise's armor shop. You can now stack even more defense on your Guardian!
-Eloise now sells a handbook with more information about the game's mechanics. Read it outside of battle!
-Defeating a boss gives your whole party extra HP and MP!
-Each battler's ATK, DEF, MAT, MDF, DEX and MOV are visible in the turn order window, and the selection screen doesn't require scrolling to get to your last two guys.
-Skirmishes are available! These easier maps only contain Gremlins, so players don't need to worry about getting softlocked.
-The preloader is less boring now.
BUGFIXES:
-The ending now plays properly after the final boss is defeated.
-Cleave has its proper range. (Tornado Attack does too- except it can move a bit, but you know what? We'll just roll with that.)
-Command Remember now actually functions with the base menu, so you shouldn't accidentally End Turn twice in a row with your Skirmisher anymore.
-Found a workaround for AI issues, such as Shades having a weird case of pyromania.
-Second Round: Skirmishers should now properly keep the debuff from certain Flaws on their second move.
-Third Round: Endurance and Meditation should work now. In hindsight I should've known it was "mhp" and "mmp" rather than "hp" and "mp".
-Fourth Round: A tentative fix has been implemented for a crash that would rarely occur when a goblin attacks.
REBALANCE:
-Shaved a few more points off the Ooze's defenses.
-Hunters, in line with their role as single-target physical damage dealers, now have more base ATK to compensate for being able to hit one guy a turn. Since they don't get access to any off-hand options due to their bows requiring both hands to wield, said bows have been improved as well.
-Clerics can now equip daggers, allowing them to add some physical damage and DEX at the cost of the magic or MP you'd get from a Staff or Tome.