Hey there friends, I'm Nakano15 and today I present you a new Guild Management Game Project update.
Here's a brief description of what's coming.
Gavea Sewer B2
It has came, the second floor of the sewer. Sadly, it only brings one new monster. One new, big monster, with a sledgehammer, ready to smash someone's face with it.
Those who are brave enough and can endure the pain caused by those new rat creatures will be well rewarded, depending on how good is your luck.
Do watch out, by the way, since the second floor has less lighting than the first. Watch out for red eyes in the dark.
A bit of Christmas Celebration
Some monsters in the fields of Gavea seems to be prepared for the Christmas season.
Defeating those monsters might give you a chance of getting a Santa Hat that you can give to your characters.
Don't worry, though. The drop rate of the santa hat is 1 in 10, so is a lot less rare than of any other head equipment in the game.
Sadly, that's the extent of how much I can add a christmas event to the game right now.
I have a lot of things to work on in the project (and also a little burnout to deal with), so I couldn't do something more celebrative for the season.
At least, there is at least something for the season.
Loot Rarities and their effects
This update allows you to see the rarity of the loot that drops from monsters you've killed.
The color of the loot name represents their rarity, and of course, the rarer the item is, the rarer it is to get, and the better it is compared to other rarity items.
Currently, the item rarities are as follow, from worst to best:
Junk
Normal
Uncommon
Rare
Legendary
The benefits given by rarer equipments will be a lot beter than the benefits given by items with lower rarity.
Currently, you can only find items of rarity up to Rare.
There are currently plenty of ways of getting Rare equipments, beside the game surelly needs more Uncommon gears.
Also, I removed the internal bonus status change rarities would nativelly give, so items will no longer gain or lose a percentage boost based on their rarity level.
That also means that our friend Headless Horseman is now easier.
What? You thought he wouldn't be wearing his own loot?
Discord Rich Presence
I added support to Discord Rich presence to the game.
The Discord Rich Presence will show on your status that not only you're playing the game, but also a brief description of what you're doing, while showcasing informations like guild level, and current leading character.
I added this actually just for fun, but you may actually disable that on the game settings. Just go into the Other tab and disable Discord Rich Presence from there.
The above image shows how it looks when someone checks your status.
Currently, it only shows elapsed time when you leave the guild hall, and goes to exploring, and the elapsed time disappears when you return to the guild.
It doesn't offers any function other than letting you brag at your friends, so it might be fun.
Some more new monsters
I also added new monsters to the game. One of them was actually spoiled before on my twitter.
That monster alone makes me imagine that the game age rating might go up to 16.
Why I say that? Well, I guess you'll find out soon.
Other than that zombie bunny monster and the giant rat monster, I added 3 more monsters, which can actually be found during your gameplay.
Bloodmoon Dangers
The Bloodmoon before the update was dangerous. This time, it's even more dangerous.
Undeads and Demoniac creatures will now begin appearing on the fields during the Bloodmoon, to increase the degree of danger it offers.
Whatever you do, don't die, and don't be gazed by the eyes.
I warned you.
By the way, the town is still pretty safe, for now.
I will have to fix that issue later, but one of the biggest issues about trying to do that, is the fact that the town is still work in progress.
Filling the town with things is actually complicated, because the increase in number of polygons will cause the game to get laggier inside town.
Anyways, I'll think of something.
Tougher Giant Acid Doggie
The Giant Acid Doggie was beaten so badly on the last video I did showcasing Collin and Rose in combat, that I had to take some measures to make it tougher.
Now that creature has innate defense against the infliction of debuffs, includding reduction confused of debuff time.
That doesn't mean that the monster is immune to debuffs, but actually mean you might need more than simply a skill to confuse the monster.
A number of skill and combat technique tweaks
From skills that were way too good (I'm looking at you Double Punch), to a better attack animation and sound (Now you seem to actually cause damage, Denis).
A good number of skills got tweaks to make the characters more interesting to play as.
And there's also a skill replacement. Collin's Rush skill has been replaced by Jump Kick, which does partially the same thing as Rush, but instead of passing through the target leaving your other group members in danger, it will make the character stop right in front of his target.
Of course, just like the Charge skill, Jump Kick has a close range version, so one slot isn't wasted when the target is close to your character.
Skunk Spray now also has a chance of causing bigger monsters to flee, if they're not stinky already.
And to finish...
The bug where you couldn't toggle between individual and group selection when there is group members defeated is GONE.
Patch Note
Changed the text object of the acquired loot information.
You can now see the name and stack of looted items by passing the mouse over them.
The text name will also reflect the loot rarity.
A number of loot items will now count as Junk items.
There is now a interface for guild level, that will appear when guild exp is acquired.
Fixed issue where the acquired loot text was clickable.
Rose will no longer lose her underwear when using a hat.
Rose's hat will no longer appear on the wrong place when she's skunking something.
The Burning debuff flame effect no longer has filter.
Bigfoots can now inflict Bone Fracture debuff when attacking.
Reduced the number of Bigfoots required to kill on "Break the Bigfoots!" quest, from 12 to 8.
Buffed the status points given by a number of base status of the character.
Fixed issue with Marble Bracelet item.
Added some item descriptions.
Boosted the drop rate of hats from Acid Doggies and Bunny Slimes.
Gavea Sewer B2 floor is now explorable.
I hope you're strong enough for that place.
Added some new quests to Gavea Bounty Board.
Yes, there's also quests that involves the Toxic Sludge monster.
Added a new monster to Gavea South and East fields.
Fixed issue with Magara's wings, when she's walking while wielding a sword, and facing camera.
Changed how Denis Dagger attack animation works, to look a bit better.
Side Step skill now has a 10 seconds cooldown.
Waschbarens will no longer have innate sleep debuff infliction upon attacking.
Instead, only their Drowziness Spell will have the bonus chance of inflicting sleep.
Added a number of new loot to the game.
Changed the status of the Simple Copper Bracelet.
It no longer gives you penalty to Magic Damage.
Now it gives you +5 Magic Damage, and +60 Buff Power.
Gave Giant Acid Doggie a new rare loot.
There is now a chance of successful collection of crops on Gavea Farmlands.
The success chance right now is 65%.
That also affects the number of a crop you can gather if the crop gives you multiple items (like the tomato).
Changed the attack sound for Denis Novice technique.
Added more crops to the farms in Gavea Farmland.
The game will now let you know that an item is an accessory.
Added more information disponible on items.
Changed the grey color in item description for better readability.
Changed the attack time of Plasma Eaters, to avoid them from spamming damage on your characters, when affected by cancelling attack effects.
Added support to Discord Rich Presence.
That will show a status update when you're playing the game, resuming what you're doing.
You can disable that on the game settings.
Added missing cooldown from Low Kick skill.
Now it has a 35 seconds cooldown.
Buffed the damage and confusion infliction rate of Chained Punches skill.
Fixed issue where item pick up sounds weren't playing correctly.
Fixed a bizarre bug where attacks with range would hit foes more times than should.
Buffed Crippled Debuff chance from Critical Shot.
Headshot skill now can inflict Confused debuff, instead of Bleeding.
Buffed Heal skill power.
Replaced Collin's Rush skill for the new skill Jump Kick.
Jump Kick has also been added to Fighter technique.
Added some monsters that will spawn during Bloodmoon.
The new monsters will not appear in Gavea East Field, since that's a tutorial zone.
Monsters still doesn't spawn in the town, for now.
Revives now clears monster targetting.
Skunk Spray now causes bigger monsters to flee if they don't have Stench debuff on them.
Increased Giant Acid Doggie resistence to all debuff, and also made Confused debuff duration last 33% of the normal time on it.
Killing a boss monster now saves the game afterwards.
Yes, you can no longer exploit restarting the game to try getting better loot.
Fixed issue where you couldn't sit in stools inside Gavea Guild Academy.
Changed the text object of the buttons in the dialogues.
That also means longer texts will be readable.
You can no longer close the storage while holding an item.
Reduced the population of Bunny Slimes from South Gavea Field from 150 to 70.
Reduced the population of Night Bats from South Gavea Field from 50 to 40.
Item rarity will no longer offer a status boost percentage to the ones equipping it.
There was a innate rarity bonus, which made so each rarity offered a bonus percentage to the equipment status.
Yes, the Horseman was also being benefited by it.
Fixed issue where Punch Combo skill was way too good at higher levels.
Fixed a bug where the hotkey for individual and group selection didn't worked if you had defeated members in the group.
Changed the time the Headless Horseman will be haunting Gavea Farmland to between 20h and 4h.
Acid Doggie's urine effect will no longer disappear when confused.
Fixed issue where hat would be floating when Asphalion is Knocked Out.
Download
Hello there new project page. Mind offering our players the download link of the new version?
Download: https://nakanondev.blogspot.com/p/guild-management-game-project.html
What's next?
Well, I have a number of characters drafted into the game, includding some that might be involved in future quests. One of them is the Gavea Guards, which will have a male and female version, and of course, be present in Gavea, and also some fields.
One thing the game desperatedly need is more npcs, so I can make the world livelier.
I plan on making quite a number of the npcs in Gavea and fields being bunny humanoid characters, to make cohesion with the story about the war, that is being revealed as I add quests, and also how that is related to the arena master in Gavea.
That reminds me that I need to begin taking notes of my ideas of future quests, to avoid forgetting.
In south of Gavea Farmlands, I plan to add a new region, which is planned to be swarmed by undead monsters.
Hopefully I'll manage to develop that place with fields, and possibly lead to a new town you can visit.
Due to our new bunny zombie monster addition, I believe Hardcore Mode is now a possibility.
Before the update, the characters would only get incapacitated in combat.
After this update, they can end up dying depending on what happens to them.
That might be handy for hardcore guild modes, to make so you can actually lose guild members if you're not careful in combat.
I might try working on that any time in the future.
By the way, definitelly that if when the guild master is implemented in the game, and it ends up dying, it's instant game over, right?
There is a extra game mode that I still need to finish some time in the future too.
It will be accessible by the Gavea Arena. Once I get the game mode in a state that it's good to showcase it, or on the news of launch of an update bringing it, I'll talk more about.
The perfect plan results in the Arena Master being recruitable by it.
Final words
Thank you very much for showing your interest in the project, and to all people who offered me their feedback about it, even after playing or not the game.
I don't know if there might be an update before the holidays, but I will wish you all Happy Holidays just in advance, and have a nice end of year.
See ya next time. :3