Monday, September 19, 2022

New Guild Management Game update out. Various fixes and some QoL changes.

 


This update brings new fixes and tweaks to the game, includding to a issue regarding lighting that is quite serious. Let me talk about each thing one by one.

Bounty Board

Since launch, the bounty board were having a issue where it wasn't updating the bounties list correctly.
The result of this issue, caused bounties to stack in game memory, without their time depleting, so there was no actual randomization of bounties active.

The issue is fixed, and bounties will not only be able to spawn as time passes on the game, but also bounties on the board are now able to expire, giving place to another bounty in the rotation.

The saved bounties that were saved with the game world data will be erased upon loading the game, but due to how the bounty system works, at least one bounty will be disponible for you to take on Gavea Guild Academy.

The Lighting Issue

I have to say: Since I begun working with Unity to develop this game, while learning to use this engine, I always turned off the visibility of warnings on the debugging.

Yesterday, I noticed that there were several warnings being generated when debugging the game, and upon googling about it, I discovered that it's caused due to updating lighting positions and settings too often.

The issue itself was so severe, that I put down the previous version of the game from download after a friend told me that lighting errors could cause severe stress on the processor.

I think I might have been able to fix the issue. I have been debugging the game today with some extensive gameplay, and there were no warning spam on the console about that issue, so maybe I fixed the issue.
The side effect of this, is that there will be a visible delay with the movement of day and night light, which is noticeable when you have clouds shadow passing through the screen.

Positioning Tweaks

I added quite a lot of positioning tweaks to the game, so things are visible on your character sprite, instead of visible on the position of the world your character object is at. That also means that things like Shadow, will now look like they're actually under your character, when executing an action where the sprites position isn't the same as the character object position.

Other Changes

Well, I discovered recently that I can use multiple cameras to draw layered things. Now, the character name texts will be drawn under the character, and still be 100% visible when you do so (Npcs didn't got that change yet, so their names still show above them).

The Gavea Sewers got tweaks in the lighting, and also added more light sources in it.

Many items got their weight tweaked. Not only that means you'll be unable to carry hundreds of various items on your character, without making it extremelly annoying and restrictive on how much you can carry. The Wooden Armor and Wooden Shield got their weight nerfed, since for some reason, their weight were absurdly high for the kind of armors they are.

Also, armors no longer nativelly change your attack speed depending on their type, so there's no more benefit of attack speed for using cloth armor, neither penalty for using heavy armor.
The defense values they increase based on type still remains (Cloth giving more defense to Magic, while Heavy giving more defense to Physical).

I also added the Plunder Around order. That order will alternate between trying to loot items around your characters, and attacking a nearby monster. You can activate that order by pressing Shift+Space, or clicking the new order button in the game.

Change Log

Changed how the character names are displayed when passing the mouse over, from above head, to under the foot.
Added some few lights, and also tweaked the lighting of the Gavea Sewer.
Made the positioning of Shadow, Damage Numbers and also the origin position when a character look to another, be their sprite position.
Characters using skill will no longer be picked by the Loot Around order.
Added a Plunder Around order.
Plunder around will alternate between attacking and looting around.
Can be activated by pressing Shift+Space.
Dropping items from your inventory will now update the weight value of your inventory.
Fixed a bug where overweight penalty would not be under effect if you reenter the world.
Tweaked the weight of many items.
Increased cooldown of healing items from 1 to 5 seconds.
Fixed an issue where the Techniques window didn't stretched correctly to the bottom of the window.
Magara's Recruitment Quests now have proper rewards.
Added the missing level 12 cap on Gavea's Southeast Field.
Fixed a typo on "Let's go Shopping?" quest.
You can now return teleport to Gavea's Tutorial Camp regardless of wether you completed or not the tutorial.
That place was known as "Gavea East Field" on the teleport destinations.
Added a dummy objective at the end of Magara's third recruitment quest, to not give the impression the quest is completed already.
Fixed a issue where the game was taking the character creation informations from the wrong place.
You can now know the name of each status in the character creator.
Fixed a bug where active bounties were stacking, instead of shuffling.
The saved bounty quests disponible will also be resetted upon loading a save, so they can respawn normally.
Reduced the cooldown before you can repeat a bounty quest from 3 days to 1.
Fixed a rare softlock that could happen if multiple characters tries to loot the same item.
Eased a bit the processing of character scripts, to save fps.
Added a possible fix to a lighting issue, that is not actually visible, but possibly detrimental if playing the game for too long in the same map.
That fix will actually causes the shadows to have a bit of lag when moving.
Fixed issue where Wooden Shield was giving Maximum Health, instead of Defense.
Removed the attack speed change given by armor types.
You can no longer alter inventory or equipments while the shop is opened.
The shop will now update correctly the items in your inventory for each purchase/sale.

The download link of the update can be found on this post, as usual:

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

Enjoy :)

Monday, September 12, 2022

Guild Management Game Really Necessary Update out.

 


In advance, I want to say I'm sorry for leaving a few bugs and issues on the game, since it was either I launch the update now, or get it on hold for a week or two more.

The reason why I wanted to launch this update, is because of the lots of things it brings with it.
One of the things this update fixes, is the monsters loot.

Loot

Before this update, each item that looted from monsters had a rigid body, so physics and terrains could alter the movement of items, and also have the chance of causing them to go some place you can't reach, like in the case of Gavea's Southeast field cliffs. If a loot you got falls on the water, you lost it.

Now not only the game checks if the destination of the item upon looting is reachable, but also the jump the item does is scripted, so there is no way the item may slide somewhere else other than around where it dropped.

Debuff Empowering

Now damage dealing debuffs will get their damage increased based on the character Wisdom.
This change was done because, if it wasn't done, damage dealing debuffs would easily turn to irrelevant later in the game.

I also fixed an issue with the script that checks if a debuff should afflict someone or not. Seems like I had messed up on the condition when I made it.

Status Fixes

There were some issues with defense rate and defense pierce status (which are an addendum used to determine how much damage the monster will get, either reduced or extra), and now combats against certain monsters is no longer harder than should.

Interface Changes

Many interfaces got tweaks, fixes and changes. The issue where quick slots, items descriptions and stuffs weren't showing tooltips are fixed.
I also changed the text object used on many interfaces of the game (I don't know if I missed any), so the text should look cleaner and better.

Item Quick Slotting

Yes, you can now quick slot items on your character. Just pick up the item on the inventory, and drop it on the slot. Pressing the quick slot key will use the item bound to it.

2 New Areas

Originally, only one area was going to be includded on the update, which is Traveller's Path, which is located West of Gavea Farmlands. But today I decided to work a bit on the sewers of Gavea, since I already added the entrance days ago, so here we go. Gavea Sewers is also includded.

I only managed to get one floor of Gavea Sewers done, and I still need to work more on it, like adding lighting, fixing some issues, and also add more monsters.

Sadly, I wont add screenshots showing the new areas, because it's 3:29am and I will need to be going sleep in 30 minutes, so I guess this can be a kind of quest you guys can take, like... Find out how the place look by itself. Beside, the photo used as spoiler of this news was taken in Traveller's Path.

Change log

Fixed an issue where monsters were having hard time figuring out who was causing most threat to it.
Acid Doggies are no longer vampires.
Yes, that means they got shadow.
Gavea's Farmland gained a Graveyard.
Reduced the population of Plasma Eaters on Gavea's Farmland from 30 to 15.
Added description to Magara's Warrior Combat Technique.
Added Forceful Shot to Umbra's Pistoleer Combat Technique.
That should help getting him out of danger.
Changed how looted items behave, to avoid them of falling some place you can't reach.
Damage dealing debuffs now have their damages scaled with character level and status.
Wisdom increases buff damage and damage resistence.
Fixed an issue where the status for checking if a debuff should afflict a target were... Completelly bonkers.
Fixed a number of issues related to characters and monsters status.
Yes, that made Naked Goats a bit less dangerous.
Changed many loadscreens.
Fixed a bug where hidden walls wouldn't show up anymore.
Fixed issue where the Baby Bunny Slime Hat were showing the wrong headgear when equipped.
Nerfed the healing caused by Healing Song.
Fixed issue where you couldn't click characters to target them with a skill.
Fixed issue where Collin, Maria and Umbra were showing up invisible on Gavea's Guild Academy.
You can now make characters use furnitures, by clicking on their seat.
It's now possible to place items on quick slot.
Fixed issue where quickslots weren't showing their descriptions correctly.
Nerfed defense bonus given by Endure skill.
Renamed 'Endure' skill to 'Endurance'.
Changed how bounties shown works.
That also seems to have fixed an issue where new bounties weren't showing up.
Allies now have a fixed minimum move speed, so they can keep up with your other party members.
Fixed issue where the plasma eater attack could some times leave a silhouette of its targets floating on them.
Item descriptions now shows item weight.
Threat Power of the characters will also influence who the aggressive monsters will attack first, disregarding a bit distance.
Fixed a bug where monsters could try targetting the dead.
Greatly improved the drop rate of many items acquired from monsters.
Yes, it's now viable to farm apples from Bunny Slimes.
Healing numbers no longer will spawn directly on the center of the healed character.
Some items now have use cooldown.
The cooldown isn't absurdly long.
The skill and item hotbar now has a radial effect that will play when they're in cooldown.
Changed the text object used to display many of the interface texts on the game.
Now the texts shall look less blurry.
The character creator will now pickup one of the random characters you can create upon entering the creator.
Might be useful if you're sick of seeing Denis.
The Techniques Window will now show the icon of the Technique on the dropdown.
Nerfed Bow price from 250 Golds to 75 Golds.
Boosted a bit the damage and defense bonus per level that monsters gets.
Nerfed Restoring Sound healing effect.
Night Bat level has been increased from 4 to 7.
Added Traveller's Path map west of Gavea's Farmlands.
The monsters in it also have their own bounty quests too.
Added Gavea Sewers dungeon to Gavea.
Currently, there's only the first floor, and it still needs more monsters.
Changing maps will now change the direction the camera is facing upon entering it.
Guide yourself through the compass to avoid getting lost.
I added a setting that allow you to turn that off, if it is confusing you.
The Magara character that you fight against on her recruitment quest, is now level 20, instead of 10.
You can now drop items from your inventory on the ground, by left clicking anywhere outside of a interface.
You can also now clear the held skill, by left clicking outside of a interface.
All bounty quests repeat delay were changed back to 3 days.

Well, that's about it for this update.

To download the update, get it from the download link in this post:

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

I recommend you guys to follow me on twitter, since I usually showcase what I'm doing in the project there, since it's really quick to do so.

Beside, I should make more posts here, and a page dedicated to this project, since seeking the post with the download link everytime I launch a new update is really bad.

As for future planning, I'm working on a witch which will be the next recruitable character the game will have. You can check the spoiler on my twitter posting bellow:

https://twitter.com/Nakano18Online/status/1566679951948107777

So far, I've done the animations and the basic tech stuffs. She now need skills.

Soon you guys can try getting her on your team, beside I'm not sure if I'll make her as easy to get as Asphalion was.

Have fun :) 

Sunday, August 14, 2022

New Guild Member and Several Game Improvements and Tweaks


My little project is stepping slowly and slowly, but the amount of stuff that changes with each update makes it worth it, or at least so I think.

I'm actually having some issues to focus on what to do next on the project, since I plan A, and I decide on practice to do C because looks cooler and interesting.

New Character



The new character has arrived. Asphalion doesn't have a stupid requirement for starting his recruitment quest, but you might want to watch yourself when doing the second step of it. Unlocking and adding him as a member of your guild, will not make him able to be picked as party member you can bring on your quests, but also allow you to access the storage function.

He currently only has a technique for using lute, which is also a new weapon. His technique might be handy on your adventures, even more if you have problems with health, heh. Sadly, there's no other lutes you can get in the game to improve his status, so that lute he uses normally is the only one in the game right now.

Lighting Changes



I not only fixed, but tweaked how lighting works on the game, so it might be a bit more pleasing to look at. There are still some issues like the case of some objects going grey when around the midnight time.

The game should now look darker around midnight time, but I also made so Full Moon nights actually make the map more illuminated than any other night.

Also, moon phases are now saved with the world data, so no longer resetting moon phase to full moon everytime you restart the game.



I also took the liberty of adding a Blood Moon event that can end up happening in place of a normal night. Since I wanted to make it have some cohesion with how moon phases work, there is a chance of it triggering upon changing moon phases. There is no pre-requirement to start a Blood Moon right now, but I recommend you to not go outside of the town during that moment, and neither start the game when one is happening.

Currently, you're safe in towns. In the future, I plan on changing that. The only 100% safe place in the game from Blood Moon is literally your Guild Hall, which I will need to do something about to increase "immersion".


As for the last change, beside the many tweaks and changes the game got, and it getting less grindier for you to level up your characters early in the game, many character skills had their cooldown reduced. Now you should no longer wait for too long for skills to reset.


The patch note can be found bellow:

Fixed issue where Gavea South Field was visibly darker than other fields.

Fixed a bug where buff status change persisted after the target is defeated.

Losing the effect of a buff or debuff will now remove their effect too.

Starting maximum inventory item count were increased from 10 to 20 items.

Fixed an issue where monsters could aggro defeated characters.

When the target of a monster is defeated, it will try targetting the next highest aggro character they know.

You can no longer use multiple skills at once.

Red Potion healing now varies between 35~65 Health restored, instead of fixed 50.

Added some crops to Gavea's Farmland.

They can also be looted with the loot around order.

Healing also increases exp based on 33.3% healing value caused.

Characters will now visibly seen to be walking slower when their move speed is lower than should.

Character acceleration and angular speed will now be updated alongside their speeds.

That should fix issues where fast monsters chasing the player had high chance of missing.

There is no more skill slots on the techniques window.

Now, you will need to directly place the skill icon on the slot of the character, on its info interface.

Incapacitated characters will no longer ruin your group formation.

Fixed issue where the new quest window was... Compressed.

Having at least one knocked out member on your group no longer makes the Move Group button go bonkers.

Fixed an issue with right clicking items and skills.

Day and Night should now be brighter and darker depending on time.

Clicking somewhere to move while having a previous character knocked out, will now make the leading character be in front of the party on the destination, as intended.

Being hurt by monsters attack will also increase technique exp.

Exp increases base on 33.3% of the damage received value.

If the damage received exceeds your character health left, the exp will instead be based on left health.

Full Moon nights are kind of brighter than other nights.

Moon Phase is now saved with the game world infos.

Reduced the cooldown of the following skills:

Punch Combo: 45s -> 25s

Spin Kick: 35s -> 15s

Bash: 35s -> 25s

Fireball: 40s -> 20s

Flame Breath: 50s -> 35s

Flame Eruption: 35s -> 25s

Headshot: 55s -> 35s

Supressive Fire: 40s -> 20s

Critical Shot: 35s -> 25s

Double Shot: 20s -> 10s

Epee Stab: 40s -> 20s

Unload Bullets: 40s -> 30s

Vital Shot: 55s -> 35s

Stab skill now has a chance of inflicting Bleeding on the target.

Headshot skill now ignores part of target defense.

Epee Stab now has a chance of inflicting Bleeding on the target.

Fixed an issue where the Giant Acid Doggie couldn't drop the hat.

Changed how monsters exp reward works.

Also changed the formula of max exp for character level, to not ridicularize earlier levels.

Your character exp bar will be emptied when loading your guild.

Skill cooldowns will now be saved when you change maps, or move to guild hall or something.

If you move to another map or guild hall while the skill is currently in use, it will set the cooldown as if the skill just finished being used.

Fixed the satelites orientation on the character selection screen.

Added the possibility of a Blood Moon happening on the game.

The moon light will be red during a Blood Moon.

From 18pm to 6am, monsters will be extra aggressive and faster.

This also includes passive monsters.

Currently, staying in the town or the guild hall, will keep you safe from that event.

I don't recommend starting a new save when it is happening.

Gladly, time passes when you're on the guild hall.

The clock will snitch when a Blood Moon will happen.

Added a potential fix to a issue where the audio settings were being overriden after it loads.

It could cause a issue where all the audio volumes were set to maximum.

The game will now extend its effects list when necessary.

That means that if various monsters are affected by an AoE and get a debuff, they all will have the effect shown.

Reduced day light intensity.

Increased the attack range of:

Maria:

- Pyromancy technique from 300px to 500px.

Melissa:

- Ranger technique from 500px to 1000px.

- Hunter technique from 800px to 1000px.

Umbra:

- Pistoleer technique from 500px to 800px.

Fixed an issue with Magara's walking animation when she's using a sword, and facing forward.

Bizarrely, the walking backward frames were drawn as intended.

Fixed a timing issue with weapon attack hit times and the time sounds plays.

Fixed the name of Gavea South Field.

It is no longer known as North Field.

Fixed an issue where some projectiles may not end showing up on the first attack.

Asphalion is now a recruitable guild member.


You can get the download link on the link bellow.

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


So far, the game needs content, and I should try working next on adding that.

One of the things I'm least inclined to work on, is spriting monsters, but if I don't do that, the game will get no new content.

I will also have to spend some time to make a draft of the Guild Leader. A Guild without Guild Leader isn't a Guild. Don't worry, I'll try letting you pick how your Guild Leader will look.

Also, I was working on Magara's pistol + shield technique (remember the plan A and practice C?). So far, it's mostly done, but I need to make her tankier when using a pistol, and be able ot deliver damage too.

And I'm kind of itching myself to add a dungeon to the game, but I will definitelly need monsters for it, so... You can see that my road is quite long on the development of this game.


Anyways, have fun :)

Tuesday, July 26, 2022

Facing the Giant Acid Doggie. Guild Management Game Update released.

 


Yes, totally that this update is entirelly about the boss fight against the giant acid doggie. Even though last update came a few days ago, it can't be for anything else, right?

Heh, well, I believe you guys don't believe me, so I'll say right away the reason for this update: Last update came with quite a number of bugs and issues that were either annoying, or detrimental for gameplay.
The most detrimental issue the last update had, was that bounty quests cooldown weren't working correctly, so you had bounties that required you to play for about hundreds of in-game days, in order for them to be disponible. By the way, loading your guild on the latest update will reset the number of days until the quest becomes available again, so don't worry about that bug.

This patch fixes not only that issue, but another one too. I found a thread on unity site about manager heap, and how much garbage can be caused by scripts. I managed to fix a good part of that issue on many scripts, so about 90 MB of memory is saved, compared to previous update.

And to finish, the interface of the character status while in-game, should no longer diverge with the state of selected character. And you shall no longer be able to turn into a leader, or activate a skill on defeated characters.

Here is the full change log:

Tweaked the game scripts to reduce the garbage generation.

Monsters will now give more exp based on their base status.
You will no longer be able to change leadership to a incapacitated character.
You can no longer use skills while stunned or incapacitated.
Fixed a bug where you couldn't take bounties.
The game should now count correctly the number of days passed since you last accessed your guild.
Fixed some issues related to entering world sound, and knock out sound.
Changed the time at which counts as day passed for quests from midday to midnight.
Added equipment loot to some monsters to fill your inventory make it more interesting.
Fixed issues where not only the selected character check mark wasn't working correctly, but also changing character by F1~F3, or toggling group selection with [' or ~] wasn't changing the check mark states.
Changed how bounty boards will display quests now:
Only up to 5 quests will be displayed on this list. (So far, this haven't changed)
Once you take a quest, that quest slot will be disabled while the quest is on the bounty board, and you have the quest active.
Example: If you get a quest to kill bunny slimes, if you reopen the bounty board, instead of displaying 5 quests, will show only 4.
This might actually make so next time you return to Gavea's Guild Academy, there will be quests for you.
Added a bounty for hunting the Giant Acid Doggie.
Removed some useless packages from the game project.

 You can download the update on the usual thread:

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

By the way, the inventory is being a issue right now, huh?

I guess I should do something about that, heh.

Saturday, July 23, 2022

Guild Management Game Update released. A more dangerous world, Gavea's Farmland arrival and... Hats.

And then, a new update for the game comes in, and bringing new stuff with it.



First of all, Combat Trainer Magara is recruitable, if you manage to get Guild Level 5 and then talk to her in the East field of Gavea. Currently, she only has technique for attacking with swords, but in the future, she will be gaining more techniques, includding some that uses pistol.

If you were having a issue where the game was asking you multiple times to input your guild name, this update fixes it, and the game will try correcting that issue upon loading your save, if you completed the '[Tutorial] Moving' quest. If you didn't, It might ask you one more time to input the guild name.

Many monsters in the game gained some behaviour AI. Be careful when exploring the game world after installing this update, since this means that monsters will less likelly only attack you if they attack you. In some cases, things can get more dangerous.

As an addendum, a number of monsters can now inflict debuffs when attacking too, either by normally attacking (like acid doggie), or by using skills (little willow). A good chunk of buffs and debuffs not only got effects, but also got sound effects too, to make them more interesting. If you feel like wanting to eat a bread with melted butter after a character of yours catches the corrosion debuff, I won't blame you (beside I dislike butter).

The game also features many fixes and tweaks all over the game. The status system of the game has also been changed, not only to fix issues with combat techniques passive skills being under effect regardless of the technique being active or not, but also to avoid future issues, like the case of adding equipments that increases character base status.

There is also the addition of hats to the game. There are about 4 hats acquireable in-game. 2 of them can be bought at the Equipment Shop in Gavea, by visitting the Armor Vendor or whatever is the npc name. The other 2 hats are drops. If you saw the spoilers of the characters using the hats, then you know who drops them.

And to finish: I added a new map to the game, Gavea's Southwest field, which is actually known as Gavea's Farmlands. That place has a new monster called Operator. Remember when I told you to be careful when facing monsters on this update? Also valid there.

You can check the full change log bellow:

A good number of skills will now either inflict Physical or Magic damage depending on the skill.

Ex: Bash will be a Physical damage inflicting skill, while Flame Breath is a Magical.

Fixed a issue where attacking monsters placed back the level capper.

Shields were implemented, and are for sale on the Armor shop.

Clicking the inventory button will now toggle on and off the inventory.

Double clicking to equip an item will now not only change your current if need to change your currently active technique, but also will update your character status interface.

Equipping an item manually on its slot will no longer forcedly pick the first possible technique, if the weapon is the same type as the previous.

This will be handy in the future.

Added some tutorial notifications for when opening inventory, learning active and passive skills, and also a tutorial teaching how to move on Gavea's East Field.

Don't worry, the movement tutorial will be automatically completed on new saves, as for the other tutorials...

Umbra's Charge skill will now show him charging at the foe, instead of swinging wildly.

Reduced the time bounties will be active for.

This will increase bounty quest rotativity, and possibly reduce the chance of having no bounty disponible upon passing a day.

Added some missing npc shadows.

Yes, there's no vampires yet in the game.

Giant Acid Doggie got a 5 times max health boost.

Increased the number of Plasma Eaters on Southeast Gavea Field by 2 times.

You can no pickup skills from technique window that had no point spent on.

Held items and skill icons will now be cleared if you press right mouse click.

When clearing a held item, the game will try placing it on the inventory. If it's not possible, it will drop the item, so be careful.

It's now possible to directly place a skill on the skill slot on the character information.

Acid Doggies now have a chance of inflicting Corrosion debuff upon attacking.

That debuff reduces the Physical Defense, Critical Resistence, alongside inflict minor damage overtime.

Little Willows will now try using Bash skill in combat.

Yes, they got more dangerous.

Added two little hats you can give to your characters.

Check twitter for spoilers.

Changed how the characters are displayed on the character creation screen.

Toughness skill will now offer more defense than before to the character.

Also changed its icon.

Boosted Plasma Eater's Life Drain attack from 15% damage as health restored to 75%.

Added Gavea Farmland Southwest of Gavea.

Fixed a visual bug that happens if Maria dies while casting Eruption skill.

Night Bats are now blood thirsty.

They will have the chance of inflicting Bleeding debuff on their target. It will cause minor health loss over time, which increases when attacking or moving.

It will also cause something else to happen.

Changed Collin's kick animation.

Instead of delivering a sideway kick, that didn't looked like that, he'll deliver a frontal kick.

Combat Instructor Magara is now recruitable.

Recruitment begins if you talk to her while having a guild level 5.

Added a general items shop in front of Gavea's Guild Academy.

Fido is Missing quest is now acquireable and reportable through a new npc in Gavea.

Look for it in built areas.

Changed how the character informations at the bottom of the screen, when your guild members are on the field, will work.

That interface will now need less information and less updating than the previous, so it might be better performant.

When the character health goes to 0 or under, it will replace the health text for "Incapacitated" instead.

Fixed a bug where combat techniques passive skills would stack.

You will no longer be able to change combat techniques while a skill is in use.

Reporting the "Moving" quest will now have the characters doing a brief introduction of themselves to Magara.

The leader character will do their introduction (Character currently selected).

Nerfed the sell price of items.

Every 6am and 6pm in-game will save your guild infos.

Nerfed Cestus, and buffed Brass Knuckles.

Added weight system to the game.

Each item and equipment on your character has a weight value.

The maximum weight will be defined based on the STR value of your party members.

Having the weight reach 100% or higher, will result in great mobility, attack speed and evasion penalties on your group members.

The game will now let you know that you need to have guild members on a party, when trying to enter the field.

Critical Damage multiplier is now affected by DEX status.

Like, each DEX point equals to 1% more Critical Damage Mult.

You can now use skills targetting allies by clicking the character info on the bottom of the screen.

The quest tracker has been arranged to the left now.

It's also a bit more colorful.

Reduced the maximum number of quests disponible in the bounty boards from 10 to 5.

That will not fix the issue where quests go missing after some time, but might be like a curative to the issue.

Added a background to the quest tracker.

Reduced the delay before bounty quests become disponible again from 3 in-game days to 2.

I think that might be a mistake, though.

Fixed bug where the game could ask you to insert guild name multiple times.

If you completed the quest "[Tutorial] Moving", the game will try correcting this issue upon loading the guild save file.

Added sound effects to some buffs and debuffs.

Changed Umbra's rapier attack to feel more impactful.

You can download the new update on the link in this post:

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

Have fun :) 


Edit: Post number 200! Yay!