Tuesday, July 10, 2018

DateND v0.2.1 Release

Ah, I remember when this update was gonna be ready like a month ago. Good times.

But enough of that - 0.2 is here, it's better (hopefully), its got new features new people new everything newnewnew so let's get down to it after the break.

Update: UI

Alright I already did an entire post on the UI updates, triangles and all that, you can check that out here if you haven't seen it already.

Dungeon Update: Floors 6-10 and Combat Adjustments

The second half of DoB's Forest is here! Introducing a few new enemies and more complex dungeon paths, F6-F10 serves to better acquaint the player with status effects and creates more diverse battle scenarios that require a bit more attention to target prioritization. Remember: strength in numbers is crucial, especially now that the enemies on all floors have been given a substantial boost in stats to really give the player a run for their money.

Don't worry though, aggro actually works now (as displayed by the number in brackets next to each party member), so with a good tank and some quick reflexes you'll be able to clear F10 in no time. What's that? You're worried your reflexes aren't quite up to snuff? Well say hello to Time Assist.
Two new items have been added to the options menu: the self-explanatory Text Speed option, and Time Assist. Set to 0% by default, this handy slider can slow the progression of the ACT meter by up to 80% (I didn't want to completely stop the flow of battle) while any character's ACT menu is open, to give players a little more room to breathe if they want. However, do note that this essentially only reduces everyone's speed, and status effects will still degrade at the same rate. While this may sound like a handy way to burn off ailments, it's a double-edged tactic that applies to both buffs and debuffs on both allies and enemies alike.

Originally I was averse to adding this option as I really wanted this game to unapologetically embrace true ATB gameplay, however I also value wholly optional customization options for gameplay as a player and developer, so here it is, and here it stays. Time Assist and any options like it in the future will not affect the game's story, progression, or anything like that, they're purely for the player to more fine tune their experience to their liking.

New Feature: Materials

Ah yes, a staple for most RPGs. The drill should be familiar to most: collect them by killing enemies, use them for a thing. In this case, they're used to upgrade FEATs. They can probably be sold too, I'll figure that out once I add shops.

As of now there are 3 main categories of material: Racial, Elemental, and Area-based. Anything slime or slime-based will probably drop the slime-racial material, anything that uses fire attacks will most likely drop the fire-elemental material, and any enemy you fight in the Forest is guaranteed to have the forest-area material in its loot pool. That said, don't expect materials to drop like candy, but don't expect to grind the same floors for hours on end just to get one drop. I will be working to keep necessary grinding to a minimum, even for extra content, and ideally the player will never need to return to previous areas for mainline content.

Character Adjustments and "Busy" Status

If you've played previous versions of DateND, you've probably noticed you can only visit each party member IRL on specific days of the week. Now, in addition to being able to visit them, they will also be unavailable to play DnD on those days. Why? Well you only have so many ingame days to clear DoB and I have to have some kind of bullshit to stop players from just grinding every day to clear it in a week.

Speaking of, I did some minor adjustments to each character's schedules so that on any given day half of the cast will be available for DnD. Witchy is a bit of an exception, as she will always be available to invite regardless of what she's doing that day, so once you have her unlocked you'll always have at least 1 person ready every day.

New Character: Seethe

Have fun figuring her out
Seethe: real name unknown. In a word: hostile. By some miracle she's friends with Ari of all people, and you can meet her in a similar but not totally identical way to how you meet Witchy via Altai. Her stats and accompanying class are second-to-none in terms of damage dealing potential, but expect quite an uphill climb getting on her good side, because until then she's rather... uncooperative, to put it lightly.

Patch Notes

  • Major changes/overhauls
    • Major UI update, lots of triangles
    • New character [Seethe] added: become good friends with [Ari] to meet her
    • New class [Operator] added: an extremely offensive class made by [Seethe] with the highest base and growth F-ATK out of all the classes to decimate enemies with gun skills and burst debuffs
    • New option [Time Assist] added: slows time down while the ACT menu is open
    • New option [Text Speed] added to adjust text crawl during dialogue
    • Materials added: drops from enemies that are used to upgrade Feats
    • Floors 6-10 added
    • You can no longer invite someone to DnD if they're out that day (With one or two exceptions)
  • Character adjustments
    • Minor fixes to some of [Witchford]'s sprites
    • Changed [Witchford]'s schedule to Tues/Wed/Fri
    • Changed [Ari]'s schedule to Mon/Wed/Sat
    • Changed [Altai]'s schedule to Tues/Wed/Sat
  • ACT adjustments
    • [Dusk Siphon] no longer revives allies
  • Misc
    • Aggro function added
    • Overall considerable stat boost to all enemies
    • Adjusted DEF and EVA to have less of an impact during damage calculation
    • Decreased "INDP Act" trigger rate
    • Window now shows game version
    • Added slight stat variance to enemies
    • Fixed floor clear volume glitch
    • Fixed minor overlapping audio glitch

Next Update...

  • Planned features
    • One more character
    • Floors 11-20
    • Add items
    • Add shops
    • New subclasses
I want the next update to be a bit beefier, so it might take a bit longer for it to come out. Then again, with all the delays for this time, provided nothing like that happens again it might balance itself out. Like last time, you can find the full patch notes history [here] for more details, and download v0.1.1 [here] to try it out for yourself. Thank you again for your continued support and feedback, and until next time <3

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