Devlogs
kylesword 1.0.6 (and some postgame discussion)
After a long, long hiatus I'm returning to work on my games again for a bit.
There's no new content here. I'm a busy guy. I don't have a planned release date for the postgame content, but it's still in the works.
The postgame, Return to the Tower of KYLE, will include a single dungeon with new special weapons that come with new skills, new monsters to use those skills against, and a story to give everyone an excuse to be there.
It's not going to be as ambitious as I wanted it to be (it could have been another 3-4ish hours), but I don't really have the time for that. Still, I expect the new skills, equipment, and monsters will create some new strategies.
Anyway, on to the patch notes! The main parts are some skill reworks and a buff to poison and some weapons.
(man i hate the formatting on this site)
kylesword 1.0.6 patch notes:
General Stuff
- If you did not use the Blue Sun Globe, it will be automatically discarded after beating the final boss.
- Made the fishing minigame a bit easier.
- Escaping is now guaranteed. I swear it was supposed to be this way before...
- The game files are arranged a little differently.
- Now there's a pre-made shortcut so you don't have to go digging through the files for game.exe.
Dungeon Stuff
- Changed what enemies you first encounter on each of the maps of the first main dungeons and the second main dungeon.
Dialogue/Scene Stuff
- Some typo fixes.
- Added a new line for Kivari when recruiting her in one of the routes.
- Added a message for whenever someone officially joins or leaves the party.
- The text box that appears after beating the game no longer says the postgame release is planned for summer 2023.
- So, I am no longer implying I will go back in time and release it.
Actor Stuff
- Fye Tirr now has 3 additional skills and 10 more Max MP.
Skills and States Stuff
- The Luck stat now has a greater impact on status inflict chance.
- All skills' descriptions now mention their act speed.
- Guard
- Slightly increased MP gain.
- Ardain's base skills:
- Fixed an issue where, if an ally Ardain was covering died and was later revived, Ardain would always cover for that ally for the entire rest of the playthrough.
- Ryze's dagger skills:
- Now targets a single foe.
- Damage formula is now: Atk*1.5 + Mat*2
- Confusion chance: 50% -> 75%
- Istar's base skills:
- Toxic Tip:
- TP Cost: 20 -> 15
- Normal attack status inflict rate: 25% -> 50%
- Crescent Moon:
- Normal attack status inflict rate: 25% -> 100%
- Is now a certain hit type move instead of a physical attack.
- This means not only will it always hit, but it will also ignore Counter states and physical resistance.
- Full Moon has been reworked:
- It is now a strong attack that can only target a paralyzed or sleeping foe, but it has a chance to inflict instant death.
- This should be very funny to use.
- Istar's two-handed sword skills:
- Bladesong:
- Now targets a single enemy with 5 weaker slashes.
- Now it can be used more often but still has its multi-hit capabilities.
- Istar's bow skills:
- Piercing Rain and Falling Hail:
- Dmg formula: Atk*0.25
- Now ignores defense.
- The idea is to make bows able to show their utility more by making these skills cost less.
- Kivari's base skills:
- Pass Without Trace
- Now grants +15% crit rate.
- MP cost: 3 -> 5
- This will hopefully make it less niche.
- Poison Weapon and Silent Weapon:
- Duration: 5 -> 8 turns
- MP Cost: 5 -> 6
- Haste:
- No longer doublebuffs agility.
- Now lasts for 2 actions instead of 1.
- Before, it was more like Kivari just giving up an action to give an ally another--which is good, but not exactly worth 24 MP.
- Kivari no longer learns Steel-Wind Strike:
- It was a bit too redundant and quite too costly to be of consistent use.
- Kivari now learns Steel-Wind Stride:
- This double-buffs the user's Atk and buffs Agi.
- Assassin's Arms has been reworked:
- Instead of a granting instant death attacks, it now grants +75% crit rate.
- This change was made so Istar's new Full Moon isn't irrelevant, but this skill is still powerful in its own right.
- Kivari's sword skills:
- Now ignores 60% defense instead of 50%.
- This'll help make it a bit more relevant against high defense enemies and bosses.
- Kivari's enchanter skills:
- Now all grant a 10% magic attack buff.
- Each Aura state now gives a different elemental resistance than the attack element it grants.
- Fire Aura now gives ice resistance, etc.
- That way you don't grant an ally fire attacks while trying to buff up against a fire enemy, for example.
- Enemy skills:
- Foul Howl:
- Inflicts a less problematic status ailment.
- Poison status buff:
- Formerly, if poison damage would kill a target, the damage would just be set to 0.
- Now, if poison damage would kill, it cuts the damage in half instead.
- Poison damage formula: (Mat+Luk)/2 -> (Mat+Luk) * .65
- These changes should make poison marginally more useful.
- Some enemies have had their Mat and Luk changed to account for this.
Item Stuff
- Wizard's Flask:
- Wizard's Mist:
- MP restored: 50 -> 60
- Cost: 100 -> 120
- Orb of Confusion:
- Confusion inflict chance: 50% -> 40%
- Added a new item: Lucky Charm
- Buffs the party's luck.
- Since the impact of luck has been increased, this may come in handy when inflicting or dealing with status ailments.
- This becomes available once you reach Koltin.
Equipment Stuff:
- Daggers
- All daggers now have a +3% crit chance.
- All daggers have increased Atk and cost.
- Polearms
- Added "two-handed" to the description of most polearms.
- All polearms are two-handed, even if their description doesn't say so, but some descriptions were too long to fit the clarification.
- Claws
- Added "Claws attack twice." to the description of more claw weapons.
- This includes the crowdpleaser, wardbreaker, hookclaws, and raptor claws.
- All claws attack twice, even if their description doesn't say so, but some descriptions were too long to fit the clarification.
- Whips
- All whips now have a +2% crit rate and a cost increase.
- Flamberge
- Atk: 23 -> 24
- Price: 385 -> 400
- The elemental accessories (pyro gloves, cryo mitts, winged boots, etc.) now give the right amount of elemental resistance.
- They were all giving 75% resistances before. It was supposed to be 25%.
- Runeshield
- Can now actually be equipped.
- Medic Gloves
- Can now actually be equipped.
- Was this always an issue...?
Enemy Stuff
- Fixed some bestiary descriptions. Typos, unecessary spaces, the works.
- Enemies in the arena now give significantly more EXP and Sil.
- They give about five times more EXP and about twice as much Sil than before.
- They still are not as efficient for grinding as enemies in the overworld and dungeons, however, on the off chance you feel the need to grind...
- Zombie
- Mat: 1 -> 4
- Luk: 19 -> 17
- Wraith
- Corrupted Sentinel
- Olrock Cave Boss
- Replaced poison immunity with poison resistance.
- Foul Wasp
- Bereskarn
- Woodguard
- Murkwoods Boss:
- Malicious Treant (optional miniboss)
- Replaced poison immunity with poison resistance.
- Hertz the Berserker (optional miniboss)
- No longer resists dark element.
- Mdf: 15 -> 10
- Shadow
- Ruin Guard
- Ogre
- Knight Statue
- Cat-Sìth (arena enemy)
- Gained two status immunities.
- Lost one status immunity.
- Gained one status weakness.
- 2nd Main Boss
- Has an additional weakness.
- Is more likely to use certain skills.
- Blackguard (optional boss)
- Final boss
- Has an additional resistance and immunity.
- Battle Bat (arena enemy)
Shop Stuff
- Koltin General Store
- Expanded the stock to include items and accessories from Olrock and Ced. For convenience!