Friday, July 1, 2022

Even more tweaks, changes on equipments function and change on how animations work on Guild Management project.

You guys might be wondering why I'm not updating the versions of the game, and it's because I'd rather begin giving it actual versions once the game gains a name. Right now, this is about 10th patch? I dunno.

The weapons got changed. They will no longer have their own level, defining how strong they are. Instead, each weapon that isn't initiates weapon (the lowest priced ones) will have special attributes in them, which will shift how your character will work in combat. Be sure to check your character equipments, and also visit the store to check which weapon might go well with your characters.

The weather will now affect your game lighting, so depending on current weather and its strength, the lighting can go do ugly that it might even look like it's night. I also made the raindrops more noticeable too. Depending on the angle you looked, they might not appear.

I also made the cat characters visibly smaller. That doesn't result in Umbra's status changing, though, but at least he isn't about as tall as Colin, for example.

And I tweaked a number of attack skills to increase their threat value, so monsters preffer more often to attack the character that use it, instead of characters that shouldn't be targetted by it. More info you can see on the changelog.

Talking about change log... Here it is.

Changed where some buff effects will be attached to.

Changed the text coloring of the quest tracker.

Added many interface sounds.

Added a light coloring change for when raining.

Changed the conditions for the rain sound to happen.

The game will now clearer tell you when you can actually either return to guild hall, or quit the game while in the map.

You are now able to teleport back to last left place if you didn't completed tutorial yet.

The game now lets you know the exp percentage you gained from completting quests.

There's now a clock on the guild quarter.

Fixed a bug where the buying shop had a more limited inventory than intended.

Yes, you can buy stronger weapons for Maria now.

Removed the number position of the quest from its naming, since it's unnecessary information.

Some equipments gained unique status.

Map monsters AI when wandering is less smart now.

That means they will not try doing complicated movements and pathing when wandering around.

Umbra's Swordsman Technique gained the Counter Attack skill.

Monsters can no longer level up.

Added an effect for when players level up their techniques.

Added a lighting change to the map based on the weather.

Made the rain drops twice bigger, so they're at least more noticeable.

You will also be able to see the rain drop independing on camera angle.

Items got changes:

Weapons no longer have level.

The old weapon level 8+ upgrades, are now weapons with different bonus attributes.

The same also affects armors.

Check out your equipments before going on an adventure.

Fixed bug where the Provoke exclamation effect never despawned.

Fixed an issue with monster idle movement.

Added an extra loot reward given from defeating the Giant Acid Doggie.

I hope your luck is good, though.

Increased guild exp given by Giant Acid Doggie from 1 to 3.

Fixed an exploit where attacking monsters from far away allowed easy kiting.

Changed the label that will display the dialogue text.

Changed how the game handles animation frames.

If you barelly notice any diference, or see no bugs, then the result was outstanding.

Reduced the power of the acid doggie and plasma eater light glow.

Added a Guns Vendor to Gavea's Equipment Shop.

Cait Siths are now visibly smaller.

That means Umbra and the Techniques instructor will show up smaller.

Characters will no longer have their current target changed to the latest attacker upon being attacked when not in attack animation.

That is also valid for monsters.

Boosted the aggro caused by the following skills:

Bash, Charge, Punch Combo, Stab, Spin Kick and Rush.

Charge skill will now increase the time the foe will flinch for.

Fixed a bug where flinch multiplier stacked every time the character used bash skill.

See how easy it was to stun lock monsters?

 You can download the update from here:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

As for other news... I added a bee monster to the game resources, but it is currently not possible to find it in-game, because there is no map for it. I might end up expading the exploration of the world by adding a map to the Southwest of Gavea.

I'm also having the thought of adding a culvert dungeon inside Gavea town. At least that will fix partially the issue of the place looking so empty, beside filling that place might be a challenge, gladly the Night Bat could appear there too, right? Right?

Well, I hope you guys have fun :)

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