![]() ![]() ![]() If this makes you mad, please vote for a magi, warlock, sorceress, or another magical/magic-wielding being in your next local election. This role is somewhat less important now, so he’s being tweaked to be almost more of a secondary jeigan – higher bases to help him leverage his strength early, lower growths that will likely lead to him falling off by the end of act 1.Īlso, for my light brand lovers out there, terrible news! Not only has the light brand been USURPED by a pretender item, called the flame brand, but it has the GALL to have substantially lower stats! Even worse, your sword units are having their magic stats nerfed because of how consistently they were outclassing Keio at the whole dealing magic damage thing. He exists mainly to fill the role of your tankiest unit in the early game, which was particularly important early on in development when units were even more fragile than they are in 0.0.1. She’s still got a bad case of coinflipitis, but there are now edge cases where she becomes vaguely tanky! Exciting!! Her purpose as a unit has been tweaked, too – she’s a little bit scrappier, with growths more oriented towards encouraging her to make productive use of her Hex skill, and her offences are slightly lowered as a result. Keio’s tome is updated to reflect this value as well. We also have a few rebalances: Wrath is updated to meet the 40 crit baseline of the hack. Big thanks to RandomWizard for helping with the map aesthetics on this one, as well as for helping me with a few portraits for the 1-2 bosses ^.^ Hopefully, this new version of the map is more engaging. The map functions mostly the same in terms of objectives, but the flow of combat has been drastically revised. Minor tweaks weren’t cutting it, as I just ran into different flavours of the same map design issues, so I grabbed my sledgehammer and broke down a few walls. ![]() It… kind of already was one… but it’s worse now. I’ve been working on a pretty major rework of 1-6, while also working on a minor rework of 1-2 and being vaguely annoyed that I can’t figure out how to fix 1-4.įor 1-6, the tight quarters of the map were proving incredibly stifling, and the increased tankiness of your units lead to the chapter mostly being a bait-fest. ![]() While some chapters, like 1-3 and 1-5, are far better than they used to be with the benefit of the more durable units, other chapters, such as 1-2, 1-4, and 1-6, are far weaker. As I replayed the game more and more to test the new stats, I found myself increasingly dissatisfied with certain chapters beyond the two that I had planned to rework. The other, better excuse is that the scope of the update has increased substantially. You might have noticed I missed my estimated “out by the end of this month” deadline on 0.0.2, and I have a really good excuse, which is that I was very busy playing Magic the Gathering. With FEE3 on the horizon, it’s gonna be a busy month coming up here, and so I figured now was the best time to talk about what’s been in the works, since I may not have much time in the near future. Another development update for my forum friends ^.^ ![]()
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