Posted July 13, 2025 by Nakano30
After a long time in the hold, the Guild Masters finally arrives, or at least some of them.
But that's not the only thing this update brings. Anyways, let me introduce you to the Guild Masters.
Some changes were done to the Player Controller, so actions like Defensive Mode and Plunder Mode should behave better now, including with preventing healer characters from chasing monsters.
Dare skill now has cooldown.
Removed the stupid compression from Wolfgang's outfit.
Forceful Punch no longer pushes giant foes.
Most skills from Touro's Berseker skill has high chance of interrupting target skills.
Did some changes to group controller (what handles the field movement of guild members).
=> Changed the distance the members will stay from the center of where their destination is at.
=> The toggle to wether the guild member will sit or not when toggling sit action, will be based on wether the guild master is sitting or not.
=> => That means that if the guild master is standing, all members of the group will sit down. If guild master is sitting down, all members will stand up.
Fixed bugs related to Count Sangre's Make Disappear and Reappearance Act skills. Now they will work correctly when he's a guild member.
Count Sangre can't use Transfusion on himself.
Some npcs will now disappear during Bloodmoon.
The Acolytes in the Gavea Training Field will no longer use Increase Agility and Bless skills.
Readjusted the sprite of the Mane Demon Mask.
Guild Master can now be created.
=> The Guild Master is a character that is most customizable as possible, to be the leader of the guild.
=> You can select the race, gender and class of the guild master, alongside customization and base attributes.
=> Right now, is only limited to one race and class. More will come as game updates.
=> It's not obligatory to make a Guild Master. You can either neglect, or make it some time after creation by going to Gavea Guild Academy, and speaking with Alicia.
=> You can also appoint a new Guild Master, while having the Guild Master in your team. Will allow you to recreate your Guild Master, and change anything about it, including class. But that will reset Base and Tech levels.
Removed the weird shining effect of the sewer walls.
Fixed an issue where when a monster that is being affected by a skill respawns while the skill is under effect, the skill is interrupted.
Fixed bug that could cause npcs to not respawn.
Characters that heals as action will no longer chase monsters when set Defend or Plunder mode.
Added a secret area to Gavea Sewers.
Fixed some issues with audios playing disregarding volume settings.
=> Some sounds will now be more reasonable volume wise.
Moved an unreachable chest in Gavea Training Field.
The quest "Werewolf in Travellers Path" will now spawn the werewolf in "Travellers Path", not "Gavea Farmlands".
Healing no longer affects quitting delay.
You can now continue Tyrone and Kiki's recruitment, by speaking to Garras in the Cliff of Lament.
Yeah, there are also other Guild Masters I want to add. A Cait Sith one has been drafted with its Techniques, beside need sprites.
There's also a Human Magician Technique that I only have the draft of the first sprite.
There's a Technique that I want to add to a recent character, but I will need to work on his skills, aswell as a new character that will
come in the future, but first, I might need to make the demoness give your guild some tasks.
There are some characters that should have been released already, so I should get to work on getting them ready to be recruited.
There's also a path to a new town opening. I will still need to design the town, and also the monsters for the fields.
Anyways, that's all I got to say. I hope you enjoy this update, and sorry for taking too long to launch it.
Have fun :)