Cross of Auria cover
Cross of Auria screenshot
Genre: Role-playing (RPG), Indie

Cross of Auria

6.0.1.2 - Emergency Fix & Scarlet Colosseum

This update was going to be held back until next weekend for some testing and polish, but the discovery of a bug introduced in 6.0.1.1 required its immediate release. It was not intentional for Ruby to be able to return to Scarlet Cavern or the Lvell area while Miles and Riley are in the party and before the team handles the Threat to Auria quest. Many events on the map despawn or change after the end of the second return to the Veil, and the Proto An'ura map did not activate the same switch to activate blockers. This is now fixed, hopefully, but be on the lookout for situations that don't make sense.

6.0.1.2 [Build #137, Release Date: April 10, 2022]
Bugs to look for: Report them as a comment to the most recent patch notes.
- Ruby gets stuck in a Rift.
- Any battle ends without an enemy spawning.
- Battle ends abruptly or without a natural feeling resolution.
- Any door tile is missing where a sound plays.

Colosseum:
- A new rift has appeared in the Colosseum! The Warden will accept Scarlet Tokens and Blaze Gems in exchange for Scarlet, Emberguard, and Elite Emberguard gear.
- Scarlet and Emberguard gear drop and are purchased with random amounts of slots. Elite Emberguard gear is purchased with 3 slots.
- For more details about the Scarlet Cavern Rift, see the previous forum post here: https://steamcommunity.com/games/764180/announcements/detail/3202630429452888225

New:
- New state: Float. While affected, the unit has immunity to Earth-type, 10% additional weakness to Electric, 1000% weakness to Bird-Killer, 50% resistance to Soak, and 3% EVA + 3% MAG EVA. This weakness to Bird-Killer evens out to 2x damage per BK-type attack when factoring in a non-flying units default 80% resistance to the BK element or a compounded 20x weakness to BK for flying-type enemies who then have float applied to them.
- New items added to the database: Small EXP Token, Medium EXP Token, Large EXP Token, and Huge EXP Token. For now, small tokens can be found in the An'ura Rift and Medium tokens can be found in the Scarlet Rift. They grant 100, 500, 1000, and 5000 EXP to the entire party respectively when used.

Fixes:
- Blazing Hatchet & Icespike Hatchet now properly have the Dual Wield setting and have parameters filled in.
- On the Orc War World Map or in the Veil, the previously removed quest "The Raging Storm" will activate if Ruby's Electric Power is greater than 50. Progress will be made to this quest again directly on the Orc War World Map or in the Veil. Finally, the quest can be completed in Frost Forest as originally intended. NOTE: Players who have already completed this quest before it was removed will still see the prompts and be able to do the quest, but will not gain additional rewards or have the Quest Log updated.
- Fixed a visual error in the unpurchased Founder's Pack II, III, IV, and V rooms where the chest would play the chest opening sound and appear to open even though the dialogue said it was locked. The end result remains the same, but now the locked chest sound plays and the chests do not open unless the DLC is owned and activated.
- Fixed a missing blocker which prevented the party from moving toward Lvell just after Miles and Riley joined the party. This bug was introduced in 6.0.1.1.

Updates & Changes:
- The Colosseum's Warden now has branching dialogue for each rift.
- Instead of differentiating between 1H and 2H swords and axes, Swords are considered one-handed and Axes are considered two-handed. The "Two-Handed Sword" and "One-Handed Axe" types have been removed.
- Wind Warrior and Wind Reaver are now 50% resistant to Air Current and SharpGusts instead of completely immune.
- Wind Reaver can now equip Axes.
- Warrior can now equip Axes and Flails.
- Rogues can now equip Claws.
- Barbarians can now equip Swords and Shields.
- Priests can now equip Whips and Canes.
- Eurus's Frostslayer class can now equip Axes.
- The following states now compound effective turns instead of resetting them: Poisoning, Burn, Bleed, Soak, Air Current, Poisonfear, Soulbroken, Blizzard, Arcstorm, Battle Surge, Barrier I - V.
- Miles now gives a more specific prompt about what to do to complete the "Find a Poison Weapon" quest if trying to leave Den An'ura before crafting the Acid-Coated Ring.
- The path to the Cleave+ upgrade battle is now permanently open. Riley must be in the party and know Cleave in order to trigger the battle.
- Speed In Shroud quest can now be obtained in the Veil after Miles has used Stealth at least 25 times. Miles may only trigger this quest in his second outfit after the Orc War begins.
- Rapid Hit I, Rapid Hit II, Rapid Hit III, and Dash are now Stealth commands.

Notes:
- While the Scarlet Cavern Colosseum Rift is set at level 30, the system used to design the encounters may yet prove to be unreliable. If the battles are unwinnable by Ruby's party near level 30 with Scarlet themed gear equipped, please reach out ASAP.

Known Issues:
- If Ruby learned Shadowstep or Lightningwalk before version 5.1.8, the first usage of each will do 0 damage.
- Players with save files from before the Frost Forest revamp will have the opportunity to rebuild the structures after the point in the story where they should be built.
- The schematic for the Bolt Cutter weapon remains included in the Lightningstrike questline even though most other schematics have since become unobtainable.

6.0.1.2 Preview

Before you start reading, keep in mind that what lies ahead contains battle related spoilers! If you want to be completely surprised by what's coming in this new Colosseum event, leave the page now!



Are you still here? Cool, let's talk about it.

The Colosseum has been a place I've made huge plans for a long time ago, but was never really able to execute them due to the lack of level progression given by casual play of the game's story. As we move forward, it gets easier for me to test new encounters. After all, if I can't know exactly what kind of gear you'll have access to when you encounter a certain enemy, how can I know the battles are balanced? I'm still up in the air with whether or not the 'Enemy Class 2.0' system is the most effective system for fast creating enemies... but we'll talk about that another time.

So, what's coming in 6.0.1.2?
The next rift in the Colosseum opens to an area instantly recognizable as the Scarlet Cavern! Unlike the version found in Revan, there are no missing connecting points from center to side - the entire thing is completely explorable! Before we talk about what bosses and loot to expect, let's go over some key notes:
• There are no random encounters. All encounters are by visible unit on the map only.
• There is no escape from encounters, and Game Overs are not possible. Loss of a battle will put Ruby's party at 1 HP in the entrance of the Colosseum.
• For a few updates from now, saving will be restricted. This will allow me some extra time after release to make changes to things that won't involve moving this map to Timelost status.
• Unlike the An'ura rift, the enemies in this rift have their natural elements. Prepare yourself for Fire and Earth enemies, with some additional surprises from the bosses.
• Progress through the dungeon is blocked the same way as the An'ura rift. Regular battles give +1 to the counter, boss battles give +5. For now, I won't reveal how many points the counter has to have in order to progress to the next area. However, I can tell you that not every boss needs to be fought to progress to the next area.


Now, onto specifics!
• This area is set to level 30. To clarify this statement: based on the Enemy Class 2.0 generator I created last year, the enemies are set to level 30 of some class type. This doesn't necessarily translate to 'Ruby must be level 30.' This, in essence, is the issue I'm trying to resolve when evaluating a potential Enemy Class 3.0 system.
• Unlike areas in Revan, progress through the dungeon does not go in a beginner to intermediate to expert level. Generally speaking, every dungeon is created with a theme that slowly escalates until the boss of the area (like end-of-turn attacks in Hell's Gate for example). The Scarlet Cavern Colosseum Rift is the first area to truly not build up using the 'BIE' system. The remaining rifts to be added to the Colosseum will also be like this.

Enemies
• Regular enemies are typically Fire and Earth themed for this location.
• There are 7 bosses in the dungeon. Each boss has its own unique set of challenges to watch out for.
- Yunashia, the Den Mother (Fire/Normal)
- Scarlet Wyrm (Fire)
- Earth Titan (Earth)
- Garm (Dark)
- Phoenix (Fire/Flying)
- Ligma, Earth Dragon (Earth/Flying)
- Scarlet Golem (Fire/Earth)

Loot
• In addition to the gear listed below, loot from enemies and bosses in this location includes
- Restorative Items
- Elemental Flasks
- Elemental Essences
- Scarlet Tokens, a currency used to purchase Scarlet and Emberguard gear.
- Blaze Gems, a currency used to purchase Emberguard and Elite Emberguard gear.

Gear / Shop
• Gear may be purchased from the Warden in the Colosseum.
• A single set with ascending values has been added.
- Scarlet: 325 points. (Head, Glove, Feet, Shield)
-- Scarlet gear reduces Fire damage and chance to be Burned by 10% each.
-- Scarlet shield additionally reduces Earth damage and chance to be Petrified by 10%.
- Emberguard: 350 points. (Chest, Cloak, Ring, Buckler)
-- Emberguard gear reduces Fire damage and chance to be Burned by 25% each.
-- Emberguard ring and shield additionally reduce Earth damage and chance to be Petrified by 25% each.
- Elite Emberguard: 400 points. (Two Select Items)
-- Elite Emberguard gear reduces Fire damage and chance to be Burned by 50%, and reduces Earth damage and chance to be Petrified by 15%.
• For those of you who happen to remember how points are distributed through a set, all three sets use the following breakdown:
- 3% ATK, 50% DEF, 0% MAT, 33% MDF, 10% AGI, 0% LUK, 2% MHP, 2% MMP
- However, the Emberguard gear benefits from 124% total instead of 100%, effectively making it worth even higher than 400 points.
- This set does not contain any weapons.

Assembly / Disassembly
• In addition to the above gear, Scarlet Tool Kits are also available for purchase which grant +20% to the disassembly chance. These tool kits are single-use.
- Scarlet Tool Kits cost 10 Scarlet Tokens and 1000 gold.
• Scarlet gear disassembles into Scarlet Tokens and has a chance to also give Blaze Gems and Burning Essences.
• Emberguard gear disassembles into Scarlet Tokens and a single Blaze gem, with an additional chance for Blaze Gems and Burning Essences.
• Elite Emberguard gear cannot be disassembled.



ETA?
• The Scarlet Cavern Colosseum Rift is currently in development and expected to release before 04/17/2022.
• You will know if you are on the correct version of the game if your game version is "6.0.1.2". You'll also notice a slight difference to the Colosseum area.
• Considering the length of this post, it's unlikely that I will include any of this information in the official patch notes. It will simply say something along the lines of "A new rift has opened in the Colosseum".

In fact, that's exactly what it will say.


If you made it this far, thank you for reading! If you do end up taking on the challenges, post some videos on youtube! I do occasionally search the game title to see if anyone's doing anything on it, and I would LOVE to see how players interact with the game as it happens.

//hardytier

Rift An'ura Update

My pet project over the last few days has been to spice up the Colosseum. Since the map was already made, I thought it best to change the Rift An'ura event to the expanded map instead. There's not much I can say that the patch notes below don't include, but I'll give you one tip here that isn't in the game: for the blockades, regular field enemies are worth +1 point, wing commanders are worth +5. Blockade objects will disappear when a certain amount of points have been gathered in a single run. Points reset to 0 upon leaving.

Oh, and there are now five boss style battles in Rift An'ura instead of one. Have fun!


6.0.1.1 [Build #136, Release Date: April 01, 2022]
Bugs to look for: Report them as a comment to the most recent patch notes.
- Progress is blocked in Rift An'ura.
- At any point, main story progress is impossible.
- Random encounter happens somewhere within Rift An'ura.

Rift An'ura Makeover:
- Multi-map version has been Timelost and will be removed from the game files shortly. Loading a save file in one of these maps will eject Ruby's party to the Colosseum entrance unless they have yet to pass the Rift Titan event.
- Saving is now restricted.
- Now uses the expanded Proto An'ura map. Unlike the regular Den, the buildings in the Encampment section can not be entered.
- Progress to different wings is still locked by amount of battles. However, the zombie NPCs are no longer included.
- There are no random encounters. Enemies seen on the field may be fought one time each per event. This also includes wing bosses.
- A game over scenario from any of the field battles will expel Ruby's party from the Rift instead of giving a game over. Loot will be kept, but progress through the dungeon will be lost.
- Progress through the dungeon is still on a attempt by attempt basis. Leaving via game over or telepad will reset progress.
- Items found on the ground function the same as enemies and can be looted once per dungeon run. However, many of the items are invisible.

Fixes:
- Removed an outdated texture from upstairs in the Grand Library.

PS: I don't believe in April Fools, so all of this is for real.

6.0.1 Initial Release / Gamebreaker Fix

If you follow these updates, then you may know that I did not intend to put this update out yet. While working on my new save file test run, I came across a gamebreaking bug that required an immediate fix. Put simply, the new version of Auria/Entrance put players directly into the 2nd version of Auria/Market Town, which means that any player just coming back from Hell's Gate wouldn't be able to progress the main story unless they first entered one of the Market Town buildings and then came back out. I don't know how long this bug has existed, but I imagine it's been causing problems for a while.

I can't hold back the other updates, so 6.0.1 is officially live with all the element core changes and the fix to this gamebreaker. For players who have been unable to progress their save file, simply leave and re-enter Market Town from any direction to be brought to the 2.0 version. The original map has been timelost and will be removed on May 1st with the rest of the pending deletion maps. The new version now has the story progression events originally only included in the first version.


6.0.1 [Build #135, Release Date: March 26, 2022]
Bugs to look for: Report them as a comment to the most recent patch notes.
- Inability to progress the story at any point in the game. If anything seems confusing like you do not know where to go, please let me know the last thing you did in game and I'll look into it!

Fixes:
- Fixed an issue where the events to progress the story in Market Town were not available in the extended version of the map.

Updates & Changes:
- The following disassembly items have been removed from the disassembly pool of newly acquired gear and from the synthesis requirement to craft: Metal Chips, Metal Shards, Metal Plates, Iron Bars, Steel Bars, Leather Strips, Coarse Hide, Beast Hide, Thick Hide, Heavy Hide, Straight Blade Frame, Curved Blade Frame, Projectile Frame, Wood-Carver Frame, Metal-Spike Frame, Basic Cloth Pattern, Basic Leather Pattern, Basic Mail Pattern, Basic Plate Pattern, Basic Jewel Design. It is now safe to sell these items. Their price has been increased as compensation.
- The following items have had their drop rates reduced, sell price increased, and disassembly pool removed: Basic Sword, Basic Short Axe, Basic Great Axe, Basic Bow, Basic Dagger, Basic Rod, Basic Crossbow.
- Other weapons and armor have had general crafting materials removed from their disassembly pool and replaced with more of the regional or species specific items. Some low-level gear has had the disassembly pool removed entirely.
- Sticky Gloves can no longer be purchased.
- Auria Street Vendor now sells Fire Shard, Ice Shard, Mech Blade instead of Frames and Patterns.
- Fruit Vendor is now another "Street Vendor" who sells Herb, Salve, and Patch - items that heal Poisoning, Burns, and Bleed respectively.
- Herb no longer has an item cost associated with its price.
- Removed zoom effect from: Sparkstrike, Lightningstrike, Bolt Cutter, Wing Slap, Crush Armor.
- Greatly reduced the drop rate of Green Insect Weapon & Armor Parts.
- Greatly increased the drop rate of Green Insect Parts.
- Mildly increased the drop rate for Green Insect Fragment on Warriors, Knights, and Brutes.
- Mildly increased the drop rate for Green Insect Gland on Archers, Knights, and Seraphs.
- Added a gold cost to An'ura and Green Insect gear crafting.
- The concept of "vents" is going away. Elemental essences will instead be included in enemy loot tables and gear disassembly pools.
- Changed the Frostbrood Lair exit to a climbable vine instead of a telepad.
- Newly purchased Stalwart gear has 2 slots instead of 0.

Character & Skill Changes:
- The way hybrid elemental attacks works has changed. Unless otherwise noted in a tooltip, an attack with multiple elements will now multiply the damage done to the enemy. Example: Enemy has 2x weakness to fire and 2x weakness to water. A hybrid fire/water attack will do 4x damage. On the other hand, if the enemy has a 2x weakness to fire and an immunity to water, a hybrid fire/water attack will do 0 damage.
- Skills with their element in the tooltip will not inherit damage types from equipped gear. The current possible elements are: Physical, Fire, Water, Electric, Ice, Earth, Wind, Poison, Dragon, Psychic, Holy, Dark, Soul, Ghost, Bird-Killer, Arcane, Stone-Killer, Ice-Killer, Machine-Killer. Additional damage types for skills are "Normal Attack" which will inherit the elements of equipped gear, and None which is simply non-elemental. Skills whose element is "Normal Attack" will not have any element listed in the tooltip. Elemental and non-elemental attacks will say that in the first line of the tooltip.
- Riley can now equip One-Handed Axes and Shields, but can no longer dual wield most axes.
- Ruby can now equip Two-Handed Swords.
- All character classes can now equip "General Accessories" in addition to their specific ones. As of this build, there are no obtainable General Accessories.
- Warpspark is now Arcane/Electric.
- Short Circuit is now electric/machine-killer.
- Increased the damage done by Seraph Strike.

Known Issues:
- Save files in the newly Timelost version of Market Town won't be able to return to that version of the zone.
- Players who could not progress the main story after Hell's Gate may now return to Auria/Market Town and encounter the scene.

6.0.1 Integration for ALL Players

On April 1st, 2022, the 6.0.1 build of the game will become the default branch of the game. For a short while, 5.1.9 will remain in case we discover any game-breaking bugs and to recover save files in timelost zones. What this means for you:
- All zones marked as Timelost before March 1st will be permanently deleted from the game files. This includes Campsite, Scarlet Cavern (all maps), Frost Forest (all maps), and Frost Forest (single large map). In total, 37 maps will be removed with this update. If your save file is currently in any of these timelost zones, you will need to revert to 5.1.9 then move to the world map or the veil to save, then reselect the default build. Detailed instructions will be included with the 6.0.1 release notes, but can also be found in one of the 6.0 prerelease details threads.
- It will no longer be possible to enter the multi-map version of Den An'ura.
- Bugs may appear from the addition of the new plugins.
- Proto An'ura event will end.

On May 1st, 2022, the 5.1.9 build will no longer be accessible and save files located in Timelost Campsite, Scarlet Cavern, Frost Forest, or Den An'ura will become unrecoverable.

6.0.1 for those who did not opt into the prerelease build of the game will be comprised of the three updates included with 6.0.0.X plus any additions made in the next week or so. For the full scoop on what has changed, please go back and view the 6.0.0.X patch notes:
6.0.0.1 Notes - https://steamcommunity.com/games/764180/announcements/detail/4971416741015839462
6.0.0.2 & 6.0.0.3 Notes - https://steamcommunity.com/games/764180/announcements/detail/3113682430670419791

Change highlights (6.0.0.0 - 6.0.0.3)
- Multi-elemental weapons and skills are now possible.
- Elemental absorption is now possible.
- Tiered elemental skills now have the same damage per hit, but cost less per level and hit multiple times per tier.
- Psychic physical attacks do magic damage, psychic magic attacks do physical damage.
- Modification to armor types.
- Added distinction between one and two-handed swords and axes.
- Changes to data on the Save screen.
- Changes to the Equip screen.
- Flame Titan now solid Fire type, no longer weak to Ice.

Final Note - Any changes made to the prerelease build between now and April 1st will do so without version changes or patch notes. All updates will be included in the single patch note release on April 1st.

6.0.0.3 Prerelease Test Build Update

Highlights:
- Proto An'ura event ended, map moved to permanent location in the world and filled out with appropriately leveled enemies.

Note:
- After I get through testing a new save file going through all the changes listed below, I should be good to start working on BSX, Sha'ri, or Terra Anatis. Currently unsure of which I'll get to first.
- Try to break it. These updates focus on the integration of the new Den An'ura zone, so it should not be possible to enter the old multi-map version which are now marked as Timelost.

6.0.0.2 [Build #133, Release Date: March 20, 2022]
Bugs to look for: Report them as a comment to the most recent patch notes.
- Game crashes at any time for any reason - report when and where it happened, what skill caused it, or what transition from map to map - any additional detail

Event:
- The Proto An'ura event has ended.

Updates & Changes:
- Miles & Riley no longer get a free level up upon entering Den An'ura.
- Changed dialogue for Ice/Poison decision in Den An'ura.
- The Flame Titan in Hell's Gate now has typical fire-type defenses and is no longer weak to ice.
- Fury Strikes now does significantly more damage and has a 3 turn cooldown.
- Fury Strikes now requires Swords to use.
- Blitz now requires Daggers or One-Handed Swords to use.
- Uppercut now requires Axes to use.
- Lore-setting text before Ruby appears in the Veil has been moved to the computer in the first Veil room. Transition is now direct from the intro to the Veil.
- Removed the equip requirements for Healing Wind.
- Eurus now has a branching dialogue for if Jack is in the party when he joins the team.
- Minor changes to the displayed Save details. Removed "power" which did not fit in the text box from Electric and Psychic. They are now colored based on their in-game colors. Removed "consecutive wins" which was left over from The Pit. Added Challenge Lv, which will be used later. Instead of "Hunts", the text now says "Lodge Quests" to be specific about what is being tracked.

Known Issues:
- In the new Den An'ura, if Ruby has already defeated Azrael, the chest will be there with the reward again.
- The gate requiring the Pristine Arrowhead will be locked in the new Den An'ura if it was unlocked without obtaining Ares afterward. It will not be possible to obtain Ares under this condition - revert back to previous version.


6.0.0.3 [Build #134, Release Date: March 20, 2022]
Bugs to look for: Report them as a comment to the most recent patch notes.
- Game crashes at any time for any reason - report when and where it happened, what skill caused it, or what transition from map to map - any additional detail

Updates & Changes:
- Eurus now leaves before the boss in Scarlet Cavern and can be found again shortly after in Den An'ura.
- Ruby can no longer walk south of the intended area in Den An'ura after Riley's comment.
- An'ura Slasher now has a slashing animation instead of a hit.
- The unfinished Den An'ura now has random encounters and more field encounters, and is now finished.
-- There are now two types of field encounters in Den An'ura designated as group 1 and group 2. Group 1 can be any of the following: Archer (x2) / Warrior (x2) / Warrior (x2) + Archer / Seraph + Warrior / Brute + Seraph / Knight. Group 2 can be any of the following: Brute (x2) / Mantis / Slasher / Brute + Seraph / Warrior + Seraph + Toxic Bubble (x2) / Warrior + Archer + Seraph + Toxic Gazer. Random encounters also occur at varying rates depending on location within the Den.
- Rarely, Vine Snappers may appear in the Encampment area as a random battle in addition to their fixed field battle positions.

Cross of Auria NFTs & 6.0.0.2 in Development

A preliminary set of Cross of Auria themed art NFTs have been listed on OpenSea for anyone who might be interested or is into that kind of thing. Included are one for each character (Ruby, Alex, Miles, Riley, Amaya, Eurus, Ares) and several for the Duckbeard species (a spin-off of which was released with Yuelslain's Village). Each of the 7 characters and 14 of the Duckbeards are single mint with no duplicates. The 15th Duckbeard, "Duckbeard, the Army", has a count of 1000.

Please note that the purchasing or ownership of these NFTs does not grant special in-game rights or items. It serves exclusively to connect to services that may allow you display it as a profile picture and to show your love and support of the game!

These collections can be found here:
Cross of Auria: https://opensea.io/collection/cross-of-auria
Duckbeard, the Gentleman: https://opensea.io/collection/duckbeard



In other news...
6.0.0.2 is in the works which will see the end of the Proto An'ura event and the removal of the current Den An'ura which will be replaced with the expanded and touched up Proto An'ura zone. Also, the first official retcon surrounding the Flame Titan's weaknesses will come with it returning to having fire elemental defenses and no additional weaknesses to ice. This will be reflected in both the battle and the dialogue at the fork in Den An'ura. Fury Strikes is also getting a touch-up, having its damage brought in line with Triple-Strike which is an increase of nearly double, but having a 3-turn cooldown. In addition, Fury Strikes now requires Swords to use, Blitz requires Daggers or One-Handed Swords, and Uppercut requires Axes. Added at some time before this was the distinction between "Swords" and "One-Handed" versus "Two-Handed" swords - same for Axes. Weapons have yet to be updated to reflect their new status and all swords are currently set to One-Handed while all Axes are set to Two-Handed, even if they allow for Dual Wielding.

6.0.0.2 is not yet ready for release to the prerelease branch of the game and will probably be held back until at least next week. As always, if you happen to discover any bugs or crashes while playing on the prerelease build of the game, please let me know either on facebook, discord, or as a reply to one of the patch notes (or posts like this one!)

6.0.0.1 - Tiered Elemental Abilities

This update to the open alpha build changes the effect of every single elemental skill and magic ability (#600-797 in the back). For some tier 1 skills, this may come as a nerf, but for all tier 2 and 3 skills it should be a definitive buff. This will change how you should prepare for certain battles throughout the world. Please note that tier 4 area of effect skills (eruption, waterfall, icefall, etc) have not been changed with this update, nor have the electric skills since they are Ruby-specific.

Practically speaking, this update will greatly increase the damage output of Eurus's Singlehand Stance usage and make it easier to apply SharpGusts I-III for both Eurus and Amaya. However, the ability to generate TP has been disconnected from magic entirely, so you'll have to plan ahead a little bit more than before!

I am aware that some Earth type enemies can currently be petrified. This will (probably) be changed in one of the next few updates where it makes sense to do so. Until then, petrified earth enemies will take extreme damage from Earth-Killer attacks.

Reminder: to opt into the 6.0 development build, simply right click CoA in your steam library, click properties, click Betas, and select 6.0 from the drop down. To opt out, select None instead.

So far, it looks like save files won't need to be restarted.

6.0.0.1 Alpha [Build #2, Release Date: March 15, 2022]
Bugs to look for: Report them as a comment to the most recent patch notes.
- Tier 2 skills not hitting two times.
- Tier 3 skills not hitting three times.
- Elementals not absorbing their element.

New:
- Elementals will now absorb their element instead of taking reduced damage from it. Multi-type elementals absorb all matching type damage.
- An'ura units now absorb Poison. Some waterway enemies absorb Water.

Updates & Changes:
- Tiered elemental abilities no longer benefit from the Normal Attack state, which previously was 10% across the board.
- Tier I abilities now have a 30% added effect chance.
- Tier I Level 1 skills now cost 15 MP / 30 TP
- Tier I Level 2 skills now cost 10 MP / 20 TP
- Tier I Level 3 skills now cost 5 MP / 10 TP
- Tier II skills now have a 45% added effect chance.
- Tier II skills now deal the same damage as tier I skills, but hit an additional time.
- Tier II Level 1 skills now cost 30 MP / 50 TP
- Tier II Level 2 skills now cost 20 MP / 35 TP
- Tier II Level 3 skills now cost 10 MP / 20 TP
- Tier III skills now have a 60% added effect chance.
- Tier III skills now deal the same damage as tier I skills, but hit two additional times.
- Tier III Level 1 skills now cost 50 MP / 70 TP
- Tier III Level 2 skills now cost 35 MP / 50 TP
- Tier III Level 3 skills now cost 20 MP / 30 TP
- Tiered elemental magic abilities no longer generate TP.
- Tier I Level 1 magicks now cost 30 MP
- Tier I Level 2 magicks now cost 20 MP
- Tier I Level 3 magicks now cost 10 MP
- Tier II Level 1 magicks now cost 60 MP
- Tier II Level 2 magicks now cost 50 MP
- Tier II Level 3 magicks now cost 40 MP
- Tier III Level 1 magicks now cost 100 MP
- Tier III Level 2 magicks now cost 80 MP
- Tier III Level 3 magicks now cost 60 MP
- Stonestrike and Stone ability lines may now cause Petrification. Petrification prevents actions for 2-3 turns, reduces evasion by 100%, and multiplies damage done by Stone-Killer by 300%.
- Rates for SharpGusts I changed to match new Tier I, II, & III changes. Rates for Air Current, SharpGusts II, and SharpGusts III remain as they were before this update.
- Mindstrike skill family now causes damage based on user's magic attack and defender's defense. Mind Assault magic family now causes damage based on user's attack and defender's magic defense.
- Soulstrike and Soulfire ability family now benefits equally from the attacker's attack and magic attack. Soulstrike family is still mitigated by defense, while Soulfire familiy is still mitigated by magic defense.
- Soulbroken now amplifies Soul damage by 150%, up from 130%.
- Tier II Poison magic named "Sludgebolt." Tier III Poison magic named "Mucus Shot."
- Tier II Ghost magic named "Terrorize."







Elemental Skill Tier Example
Emberstrike - Tier I, Level 1 - Cost 15MP/30TP, 30% Burn Chance
Emberstrike II - Tier I, Level 2
Emberstrike III - Tier I, Level 3
Flamestrike - Tier II, Level 1 - Cost 30MP/50TP, 45% Burn Chance per hit, Hits Single Target 2x
Flamestrike II - Tier II, Level 2
Flamestrike III - Tier II, Level 3
Lavastrike - Tier III, Level 1
Lavastrike II - Tier III, Level 2
Lavastrike III - Tier III, Level 3 - Cost 20MP/30TP, 60% Burn Chance per hit, Hits Single Target 3x
Eruption - Tier IV, Level 1 (Unchanged this update)

Tier II & III magic abilities should also do damage multiple times per action.

6.0 Info & Expectations

A monologue, if you will:

It's been a philosophy of mine for a while to do my very best to not force save file resets, however sometimes it's impossible to avoid. On August 6th, 2021, version 4.2.0 was released and with it was the most recent forced restart for players. New save files were required also on 09/09/20, 08/06/20, and 02/06/2019. Because of my lack of knowledge with developing using the RMMV engine, as well as database management as a whole, I could not foresee what would cause a forced restart to become required. Due to this thought process, I hadn't released the idea of seasons and limited time events for end-game players even though I had detail for them lied out. At this point, I've basically abandoned the idea of the 'season pass model' for the DLC model instead.

In my quest to not intentionally force restarts, I've also had to inhibit some of the intended game design. One thing I detected to guarantee the need for new save files is the addition of new plugins. While I do already have a mass of plugins in use for CoA, I still feel as though I'm missing out on desired core functionality for the game.

So, let's not mince words and get right to it -

Effective immediately, I will be working on the 6.0 version of the game which will require new save files for all current players. The leading cause of this is the addition of new plugins which will change some core functionality of the game's flow. Here's what you need to know:

- Until 6.0 is complete and ready for public distribution, the current version of the game will remain as the default branch. However, for anyone wanting to opt in to see construction as it happens, a branch titled "prerelease" is now available in the Betas tab of the Cross of Auria Properties on Steam. As a quick refresher, to opt in (and back out), use the following steps:
1. Right click Cross of Auria in your Steam library. Select Properties.
2. Navigate to the "Betas" tab.
3. Select "prerelease - Game Ver 6.0 Alpha-Beta" from the drop down menu to opt into the development build, or "None" to opt out.
4. Confirm the game version on the Info tab on the title screen of the game.
Please note that until you see an update post here on the Steam forums, no 6.0 beta version is currently available. There is a great deal of work that needs to be done before that happens.
***Swapping between the prerelease build and the default build with the same save file will cause game crashes. However, it's perfectly acceptable to have save files from each.

- At the end of 6.0 development, I'll be looking into deploying a "complete edition" for iOS and Android users, as well as reinstating the OS builds. I'm still not 100% sure what caused the deployments to break for MAC, but hopefully they've been fixed since then.
- I'll also try to fix whatever underlying issue is preventing the Greenworks plugin from connecting to Steam Achievements. For those of you who were here at the beginning, you may remember that CoA originally had achievements until the plugin stopped functioning. Additionally, I'd like to see the Turn Order Display make a comeback, which shows in battle actions in the order they will occur based on AGI and other speed changes. The end result of both of these is effectively out of my hands, but I'll do everything I can to do it if it can be done.

A complete game version 6.0 looks like this... mechanically
Items with a * in front indicate an update that would have forced a save file restart on their own.
- Story extends to the end with a clear "point of no return".
- Terra Anatis (city west of Auria), Castalia (city south of Auria), and Sha'ri (town south of Lvell) are complete and explorable at all points of the game's story.
- Focus is transformed from party to single player experience (Ruby doesn't appear with party followers except in cases where they're interactable as NPCs)
- Multi-map area design is completely removed (Den An'ura versions 1 & 2, and anywhere else currently using this concept)
- Progress through the main story is untangled from The Rabbit's Foot. Ruby could progress through the story without ever getting involved in RF affairs.
- The Quest Log is completely removed and all lingering code referencing it is omitted.
*- Back end item and skill list follows a logical progression and is overall organized.
*- Back end enemy and troop lists follow logical progression and are organized.
*- New plugins from the Yanfly library added to the mix, changing the core design of certain skills and gear.
- Scarlet Fire Colosseum event is added to the game's optional challenges.
- Class ascension DLC is prepared and ready to ship.
- Yuelslain's Village is completed.
- Yuelslain's Monarch DLC is prepared and ready to ship.

A complete game version 6.0 feels like to play... relative to 5.X
- Game can be played start to finish with all quests being completable and final save before the ending sequence.
- There are discoverable things to do in the world which reward treasure of some kind.
- The world feels alive yet confused.
- Ruby feels pushed to move the story forward rather than pushed to do side-quests.


Questions from me to you:
- Do you prefer to see an enemy's level alongside their name?
- Were you interested in the limited Veil events?
- What did you want to see more of? What did you want to see less of?
- Is there anything else you want to say? Now's the time!

Final Thoughts
This is a fairly significant undertaking that may take several months to complete. Not every update shipped to the prerelease build will have its own post here - so check the Info tab each time you open the game to see if it's changed since last time you logged on.
If you're reading this and found yourself asking "why", the shorted TLDR of all of this is - for new players. I've seen a lot of people start playing the game and stop less than an hour in. I'd like to increase the amount of people who play the game from start all the way through to everything that's available by at least 20%.




Edit: Follow Up
- After installing 5+ new plugins, re-enabling some old stuff, changing some internal things, and seeing the game not explode, I'm confident that I'll have a prerelease build out for testing by this weekend. Not to get anyone's hopes up, but I usually would have run into a crash by now and haven't.
In the event that I can install the new plugins without forcing new save files, I'll omit the back-end rearrangement and we'll just keep pushing forward with some major changes instead but with our own save files

Lightningwalker Class Demo & Details [Beta]

The Lightningwalker class is nearly complete, here's what you can look forward to with the purchase of the Lightningwalker Prism!

[previewyoutube="ZjeBUYthn7o;full"]

Unique class skills:
- Sparkshield+ - Improved Sparkshield, takes damage in place of weak allies
- Thundercutter - 4 hit electric combo
- Short Circuit - Machine-Killer (300% damage to mechs)
- Soldier of Thunder - 16 hit electric combo, 100% electric alignment
- Thunder Shield - 10k barrier points to single ally, nullify electric damage and resist stun for 5 turns.


Warning: The following information may change before the official launch. See the store page for the finalized details when it becomes available.

- The Lightningwalker Prism will return Ruby to level 1 and cause her to forget all skills associated with the Warrior class. In their place, she will learn via level-up the following skills:
Lv. 1 - Arcane Shock, Fury Strikes
Lv. 3 - Spark
Lv. 4 - Shield Bash
Lv. 6 - Cutter
Lv. 7 - Sparkshield
Lv. 8 - Wicked Strike
Lv. 10 - Lightning Rage
Lv. 11 - Thunderstorm
Lv. 13 - Arcane Shock II
Lv. 17 - Focus
Lv. 20 - Thundercutter
Lv. 25 - Short Circuit
Lv. 30 - Sparkshield+
Lv. 45 - Soldier of Thunder
Lv. 50 - Thunder Shield

Additionally, the Lightningwalker class will have the following parameters and attributes:
Target Rate: 110%
Hit Rate: 110%
Evasion Rate: 7%
Critical Rate: 6%
Can Use: Skills, Magic
Can Equip: Sword, Shield, Ring, Cloak, Scarf, Add-On
Armor Type: Mail
"Attack" command hits an additional time.
Normal Attacks have a 2% chance to apply Stun.
Passive HP Regeneration: 1%
Passive MP Regeneration: 1%