Saturday, October 29, 2022

New Guild Management Game Update: The Haunt of the Headless Knight


About the Knight

Yes! New update came out. I wont really spend much time talking about it, but I will talk about the image above.

I added the Headless Knight as a kind of boss you can face in Gavea Farmland. Currently, there's no quest that asks you to face it or anything. Bring your strongest as possible characters to try facing it, and be careful not to be flattened by it.
The boss itself has some cool loot, and has a 2 hours respawn time.
Gladly, there's a system that will discount the time you spent offline from the mobs respawn time, so you don't need to keep the game open for the respawn time to run out.

That boss might be relocated in the future, but for now, it will be in Gavea Farmland.
If you manage to get the boss to end up in the exit point of a portal from another map, don't worry. There is a 10 seconds delay before aggressive monsters can attack anything, so just run away.

Tweaks

Many skills in the game got tweaks and changes. Check them out and see if the changes are good.
One of the weaks I did, was making the Charge skill useable on close range. The reason for that, is because the skill turns totally useless if the target is directly in front of your character.
The solution I did to that, was making the skill about 80% effective in lower range, and reduce the running duration.

I also added 3 new skills to Collin, and 1 to Melissa. Their gameplay might actually be better now.

What about the witch?

Sorry. Her Psychokinesis technique is mostly completed, but I still didn't begun yet working on her recruitment quests. Also, I've been spending a bit of time working on a side game mode that might be disponible in the future, and if everything works well, it might bring another new character upon launch.

Please wait until I finally be able to launch her, and possibly, also work her Witchcraft technique too.

Change Log

Added a hoodie to Hunter Dalia. She might be a potential future character.
Added a new monster to Gavea Sewer Entrance.
Added a teleporter to Gavea Arena.
There is not much inside it, right now.
Tweaked many skills.
Many skills got their damage increased.
Fixed an issue where a number of skills were making your character have a fixed amount of damage percentage, instead of increasing status.
Epee Stab skill now not only lets you know that it may inflict bleeding, but also the change increases with level.
Stab skill now increases Bleeding infliction rate with the level.
Bare Knuckles unnarmed damage increase is now effective even with the skill on level 0.
Bow Expertise now increases attack range.
Buffed Burning debuff infliction rate of Pyromancy skill.
Buffed Confused debuff infliction rate of Punch Combo, Charge.
Bash skill now hits enemies in a small area around the target.
Removed the cap of hits to a same target on Supressive Fire Skill.
Supressive Fire and HeadShot skills will now try hitting targets in line.
Fixed a bug where Epee Stab skill was reducing damage by 20%, instead of defense.
Boosted the Critical Rate chance of Headshot and Vital Shot skills.
Vital Shot now has a chance of inflicting Bleeding debuff.
Nerfed launching range of Forceful Shot.
Buffed Vital Shot, Epee Stab and Critical Shot damages.
Fixed a typo on "Lets Move" quest.
Umbra got some Defense Rate on his Swordsman technique.
Boosted Magara's Defense Rate on Warrior technique.
Fixed Magara's headgear positioning.
Nerfed the damage of the Giant Acid Doggie.
Added Orange, Yellow and White Potions.
Those potions can be bought from the General Store in Gavea.
Prepare your pockets.
Added Headless Horseman boss to Gavea Farmland.
Watch yourself when exploring that place, since he resents the living.
That boss has a 2 hours cooldown before it respawns, which is also affected by real life time. Return later after killing it.
Holding an item when changing maps, returning to the Guild, or quitting the game, will try sending the item to inventory.
If it's not possible to place the item on the inventory, the item will be dropped, and can't be acquired again.
Added effects that happens when you're in the Guild Hall, while a Bloodmoon is happening.
Reduced health bonus from Big Foots, and boosted a bit their attack.
Added a bit of defese to Little Willows.
Made the Forceful Shot launching animation faster.
Changed how stores manages their item infos.
You will not notice a diference, but there is less infos being held by each item in the stores, so it saves memory.
Changed how the mob spawns definitions works.
Charge skill can now be used in close range.
The charge time is greatly decreased in close range.
Charge will be mostly 80% effective in close range.
Reduced the number of Night Bats from Gavea Farmlands from 50 to 30.
Added Recovery Sound skill to Asphalion's Chill Music technique.
Regeneration skill is 3 times more effective when the character is sitting down.
This should have your tanks more ready to return to combat faster.
Buffed Punch Combo Confused debuff inflicting rate.
Added Powerful Punch and Chained Punches skills to Collin's Brawler Combat Technique.
Added Low Kick skill to Collin's Fighter Combat Technique.
Added Arrow Barrage skill to Melissa's Hunter Combat Technique.
Increased the delay before agressive monsters begin chasing players from 5 seconds to 10 seconds.
With a boss spawning in a field where you can do quests, I increased the time to give you a chance of avoiding being camped by it.
Did some changes to the lamp posts to give them a bit of halloween feel...
Sorry that I couldn't do more on the game for the season.

 You can get the download link of the new update from this thread:

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

I still will need to find a better place to place my project for download and stuff, beside I've been thinking about itch.io. The problem is, I still need to make up a name for the project before posting it there.

Well, that's all I have to say about this update.

I hope you have fun, and enjoy the new door opening animation :3.

See ya on future news :D

Wednesday, October 5, 2022

My attempt at making the Guild Masters.

Well, since the project is about making and managing a guild, and also exploring the world with the aid of your guild members, it would be really weird if there was no guild master.

Differently from any other guild member, the guild masters are planned to be actually customizable. The hair style is one of the things that is planned to be customizable, includding changing the guild master gender, and in the future, even other guild master races (which will require me to design them totally different).

The image above, showcases the human male (left) and the human female (right) guild master designs. The hair style, as I mentioned above, is going to be changeable. Another thing that is going to be changeable, is not only the hair color, but also the outfit and skin colors.

I want to try making the guild master as much customizable as possible, even more since they are kind of supposed to be the player representation in the game.

I still have to work on the rest of their sprite works, and also how their attack animations will work (which will probably work different from the other companions attack animation).

By the way, as a little addendum: The guild masters are actually quite complicated for me to setup, but probably will be worth it to see them in action.

Well, that's all I have to say about the guild masters so far.

Once I have something more solid about them, and even a playable version of them, I will be sure to showcase.

Stay tunned for more news.

Until next time. :)