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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Adventure, Indie

Crystal Project

Discipline Hollow Update

Discipline Hollow:


Visit Discipline Hollow to re-challenge bosses or to enter the Discipline Hollow battle gauntlet. Will you be able to clear the land's most gruelling challenge?

Reawakening:


After clearing the game, pay a visit to the very first Nan to optionally begin your adventure anew by starting a New Game Plus. You may choose from the following Reawakening Options when doing so:

  • Keep Crystals: Carry over discovered Crystals to the new adventure and unlock their associated Classes.
  • Keep Levels: Carry over accumulated EXP and levels to the new adventure.
  • Keep Learned Abilities: Carry over unlocked Class abilities and accumulated LXP to the new adventure.
  • Keep Gold: Carry over accumulated Gold to the new adventure.
  • Keep Equipment: Carry over acquired equipment to the new adventure. Note: Equipment that is normally limited in capacity will remain limited.
  • Limitless Equipment: Enables acquiring multiple copies of equipment that is normally limited in capacity. Note: This is an Assist Option.
  • Keep Consumables: Carry over acquired Consumables to the new adventure.
  • Keep Instruments: Carry over acquired musical instruments to the new adventure.
  • Keep Teleport Stones: Carry over acquired teleportation stones to the new adventure.
  • Keep Pouches: Carry over acquired pouches to the new adventure.
  • Keep Maps: Carry over acquired maps to the new adventure. Does not include revealed map data.
  • Keep Revealed Areas: Carry over revealed map data to the new adventure. Maps will need to be re-acquired before revealed map data will be viewable.
  • Keep Hatchery: Carry over Quintar and Quintar Eggs currently in the Quintar Hatchery to the new adventure's Quintar Hatchery.
  • Keep Archive: Carry over unlocked Archive entries to the new adventure.


Challenges:


Spice up your playthrough with extra challenges. Challenge Options can be enabled at the start of a New Game by pressing the Menu key/button during party setup, or when starting a New Game Plus. The following Challenge Options are available:

  • Vanilla Mode: Reverts all balance-related gameplay adjustments from patches back to the initial version of Crystal Project.
  • Chaos Mode: The land of Sequoia is unfair. Victory is impossible, but how far can you get?
  • Member Limit: Decreases the number of party members.
  • Max Level Limit: Decreases the maximum level.
  • No Assist Options: Disables Assist Options.
  • No Telegraphs: Disables previewing enemy intent.
  • No Class Change: Disables changing Classes.
  • No Sub-Command: Disables setting Sub-Commands.
  • Hardcore: Defeat means the end of adventure.
  • EXP Rate: Decreases the amount of EXP earned after battle. The exact percentage is configurable.
  • LXP Rate: Decreases the amount of LXP earned after battle. The exact percentage is configurable.
  • Gold Rate: Decreases the amount of Gold earned after battle. The exact percentage is configurable.


Randomizer:


Shake up your playthrough with the randomizer. Randomizer Options can be enabled at the start of a New Game by pressing the Menu key/button during party setup, or when starting a New Game Plus. The following Randomizer Options are available:

  • Random Crystals: Randomizes Crystal locations and the initial six Classes.
  • Random Monsters: Randomizes non-boss Flame encounters.
  • Random Bosses: Randomizes boss encounters.
  • Random Items: Randomizes item locations.
  • Include Basic Items: Includes basic/recovery items (eg, Potions, Ethers, Scrolls) in randomized item locations.
  • Include Quest Items: Includes quest-related items (eg, Black Squirrels, Dog Bones, Lost Penguins) in randomized item locations.
  • Include Progression: Includes Tools and progression-related Key Items in randomized item locations.
  • Random Equipment: Randomizes equipment locations.
  • Random Class Abilities: Randomizes which abilities can be learned by which Classes except for Monster Magic and Summon Magic.
  • Include Monster Magic: Includes Monster Magic in randomized Class abilities.
  • Include Summon Magic: Includes Summon Magic in randomized Class abilities.
  • Random Enemy Abilities: Randomizes which abilities can be used by which enemies.
  • Random Passives: Randomizes which passive abilities can be learned by which Classes.
  • Random Innate Passives: Randomizes which innate passive abilities are attached to which Classes.
  • Random Warp Points: Randomizes the spawn point and teleport locations.
  • Random Music: Randomizes music.
  • Progression Gate: Castle Sequoia cannot be accessed until all Crystals have been discovered. The location of the New World Stone will not be randomized.
  • Get Home Point Stone: Begins the adventure with a Home Point Stone already in your inventory.
  • Get Treasure Finder: Begins the adventure with the Treasure Finder already in your inventory.
  • Get All Maps: Begins the adventure with all maps already in your inventory.
  • Spoiler Log: Enables access to the Spoiler Log to see where Tools and progression-related Key Items have been randomized to.
  • Seed: Choose the randomizer seed. Using the same seed will result in the same random output.


New features:


  • You can now choose an ability to be used automatically for a party member's first turn of battle. Access this feature using the Ability menu.
  • You can now view Scholar abilities in the skill tree if they have been learned by another party member.
  • You can now skip the credits after clearing the game at least once.


Bug fixes:


  • Auto save can no longer trigger during dialogue or cinematics.
  • Multiple sources of the same physical element no longer stack multiple times with equipment that grants increased elemental damage dealt.
  • Highland Blade's Lightning Rod effect no longer lasts forever.
  • The Lost & Found will no longer list items that are already owned at max capacity. This prevents having stock in the Lost & Found that is impossible to purchase.
  • The Boost EXP Assist Option now properly works for bosses.
  • Setting a Template will no longer cause HP or MP loss.
  • Setting a Template that makes use of equipment-enabling effects will now work properly.
  • Clarified the text description of the Confirm Home Point option.
  • Clarified the text descriptions of stats/mods that affect HP damage per turn and HP healing per turn.
  • Steal chance is no longer misaligned in the ability preview window when using Mug while applying a status or triggering an elemental weakness/resistance.
  • Fixed issue where sometimes a controller would stop working.
  • Fixed issue where sometimes the game would crash with a NoAudioHardwareException.


Balance changes:



Cleric:
  • Star Flare: MP cost reduced from 60 to 56. CT decreased from 52 to 42.

Aegis:
  • Resist Break: Never misses.
  • Magic Break: Never misses.

Samurai:
  • Can now equip Swords.
  • Ken: Asura: Never misses.
  • Ken: Heavenslash: Never misses.
  • Ken: Omnislice: Never misses.

Beastmaster:
  • New ability: Rigid Stance.

Axe of Light:
  • Mnd reduced from +50% to +30 and +20%.

Tachi:
  • Targets are unable to counter.

Hitofuri:
  • Targets are unable to counter.

Tomokirimaru:
  • Targets are unable to counter.

Ichimonji:
  • Targets are unable to counter.

Muramasa:
  • Attack increased from 360 to 372.

Obelisk:
  • Mnd increased from 35% to 40%.
  • Spi penalty increased from -35% to -40%.

Warlock Mail:
  • MP penalty changed from -10 to -10%.

Weaver Robe:
  • TT at battle start decreased from -10 to -20.

Pact ring:
  • Mind per turn increased from 5 to 6.
  • Max Mind increased from 30 to 36.

Enami:
  • Now has immunity to Earth elemental abilities.

Kuromanto:
  • Now has immunity to Earth elemental abilities.

Hot Shell:
  • Now properly uses Spit Fire.

Rampart Infantry:
  • Now properly uses Division Cut.

Crystal Project Update: Version 1.3.0 Beta

I'm finally ready to release a beta of the next Crystal Project update. The update can be downloaded by opting into the Crystal Project beta (right-click Crystal Project in your Steam library, choose Properties, then Betas, and select "beta - For testing the latest build before it goes live" from the dropdown menu).

First of all, I just want to say that you guys are one of the best things that has happened to me. It has been amazing seeing all the ways that everyone has played through Crystal Project. I made the game I wanted to play, but of course when you make something, you can't ever truly experience it with fresh eyes. Hearing about everyone's adventures and about the emotions that come from experiencing the good, bad, and challenging, more than makes up for not being able to have those experiences myself. I didn't think there were many other people that wanted to play an RPG like this, so not only am I overjoyed that people are having fun with the game I made, but it also gives me a lot of hope that more RPGs like this might be made in the future.

I never planned on making a NG+, let alone a randomizer, and that's not because I didn't think they were good features - I just didn't anticipate that anyone would be invested enough to want them! So, I tried my best to fit these things into Crystal Project in the best way that I could.

I would normally want to release an update like this without a beta phase, but every time I tested it, I found bugs which needed to be fixed, which lead to another round of testing, and so on. Not to say that it's totally broken or anything, but I would highly recommend not overwriting any saves from the previous version yet just in case. And please let me know if you find any bugs; I would appreciate that a lot!

Lastly, as a heads up, there's one new feature that's extremely experimental. It is currently marked in-game as "Beta". I have been going back and forth about what I wanted to create with it, whether that's a dedicated mode specifically for a NG+ playthrough, or something that's extremely hard either way, or something else entirely. As it stands right now, I don't think it's much fun, so I anticipate changing this before the patch's official release. Aside from that, everything else should be final.

Here are the patch notes:

Update: Version 1.3.0



Discipline Hollow:


Visit Discipline Hollow to re-challenge bosses that have been defeated or to enter the Discipline Hollow battle gauntlet.

Reawakening:


After clearing the game, pay a visit to the very first Nan to optionally begin your adventure anew by starting a New Game Plus.

Challenge Options:


Spice up your playthrough with challenges. Challenge Options can be enabled at the start of a regular New Game or when starting a New Game Plus.

Randomizer:


Shake up your playthrough with the randomizer. The randomizer can be enabled at the start of a regular New Game or when starting a New Game Plus.

New features:


  • You can now choose an ability to be used automatically for a party member's first turn of battle. Access this feature using the Ability menu.
  • You can now view Scholar abilities in the skill tree if they have been learned by another party member.
  • You can now skip the credits after clearing the game at least once.

Bug fixes:


  • Auto save can no longer trigger during dialogue or cinematics.
  • Multiple sources of the same physical element no longer stack multiple times with equipment that grants increased elemental damage dealt.
  • Highland Blade's Lightning Rod effect no longer lasts forever.
  • The Lost & Found will no longer list items that are already owned at max capacity. This prevents having stock in the Lost & Found that is impossible to purchase.
  • The Boost EXP Assist Option now properly works for bosses.
  • Setting a Template will no longer cause HP or MP loss.
  • Setting a Template that makes use of equipment-enabling effects will now work properly.
  • Clarified the text description of the Confirm Home Point option.
  • Steal chance is no longer misaligned in the ability preview window when using Mug while applying a status or triggering an elemental weakness/resistance.
  • Fixed issue where sometimes a controller would stop working.
  • Fixed issue where sometimes the game would crash with a NoAudioHardwareException.

Balance changes:



Cleric:
  • Star Flare: MP cost reduced from 60 to 56. CT decreased from 52 to 42.

Aegis:
  • Resist Break: Never misses.
  • Magic Break: Never misses.

Samurai:
  • Ken: Asura: Never misses.
  • Ken: Heavenslash: Never misses.
  • Ken: Omnislice: Never misses.

Beastmaster:
  • New ability: Rigid Stance.

Axe of Light:
  • Mnd reduced from +50% to +30 and +20%.

Tachi:
  • Targets are unable to counter.

Hitofuri:
  • Targets are unable to counter.

Tomokirimaru:
  • Targets are unable to counter.

Ichimonji:
  • Targets are unable to counter.

Obelisk:
  • Mnd increased from 35% to 40%.
  • Spi penalty increased from -35% to -40%.

Warlock Mail:
  • MP penalty changed from -10 to -10%.

Weaver Robe:
  • TT at battle start decreased from -10 to -20.

Enami:
  • Now has immunity to Earth elemental abilities.

Kuromanto:
  • Now has immunity to Earth elemental abilities.

Hot Shell:
  • Now properly uses Spit Fire.

Rampart Infantry:
  • Now properly uses Division Cut.

Crystal Project Update: Version 1.2.3

Bug fix:


  • Fixed bug introduced in version 1.2.2 which prevented EXP gain when loading a save from the previous version without using the new assist option.

Crystal Project Update: Version 1.2.2

New features:


New assist options has been added. Assist options can make certain aspects of Crystal Project easier or less time consuming. I encourage you to give the game a try before enabling any of these options, but if something is not for you, that's OK. Please feel free to make adjustments. Assist options can be accessed in game via the main menu under Options > More Options > Assist Options and they are tied to save data. Once an option is turned on, it cannot be turned back off.

  • Max Level Up: Increases the party's maximum level, enabling further grinding to reduce difficulty. The maximum level is configurable.
  • Easier Non-Bosses: Decreases the difficulty of non-boss enemies down to one difficulty below the current active difficulty. Bosses are unaffected.

Crystal Project Update: Version 1.2.1

Bug fix:


  • Fixed bug introduced in version 1.2.0 which caused Reverse Polarity to sometimes remain on a target after being damaged or healed.

Crystal Project Update: Version 1.2.0

New features:


  • Crystal Project now runs as a 64 bit application.
  • The Auto Top Up consumable option can now be favorited and used from within the favorites menu.
  • Added a new stat, Crit Resist: reduces the damage taken from critical hits equal to a % of the difference between a non-critical hit and a critical hit. A description has been added to the House of The Know-It-All Ducks.
  • Bosses used to be exempt from LXP reward scaling based on the party's average level. Now, bosses instead always reward at least their full amount of LXP, but the amount can scale up when defeating higher level bosses.
  • Can now view enemy passive details in the Monsters Archive.

Bug fixes:


  • Unreactable will now properly apply to monsters that react by using Escape.
  • Counters will now only trigger on HP damage (would previously trigger on MP and AP damage, too).
  • Status effects which last for "damage taken" will no longer decrement unless taking more than zero HP damage.
  • Status effects which last for "physical hits taken" will no longer decrement unless taking more than zero damage (can still be HP, MP, or AP damage).
  • Status effects which last for "magical hits taken" will no longer decrement unless taking more than zero damage (can still be HP, MP, or AP damage).
  • Elemental penalties and bonuses are no longer applied twice when a physical ability and the currently equipped weapon both share the same element.
  • Fixed showing the incorrect minimap when jumping from a certain late game region.
  • Removed "permanent" wording from status applications which don't expire.
  • Fixed wording for some mods that said "apply debuff" but should have said "inflict debuff".
  • Enemy details during battle now does a better job of fitting the content when there are many passive mods on one enemy.
  • Menu position will now be remembered when using the Archive Registrar.

Balance changes:


  • This patch contains a large number of balance changes. For those that aren't happy with these changes, an option to play using the original vanilla balance will be available soon.
  • Warning: The following balance change patch notes contain untagged spoilers for enemy names, location names, class names, ability names, and equipment names.

Monsters & Regions:



Enemy Abilities:
  • Earthquake: Scaling damage decreased from 330 per 100 Mind to 315 per 100 Mind.
  • Earthquake: New animation. (Applies to latest and vanilla.)

Rolling Quintar Fields:
  • Scavenger: Copper reward increased from 30 to 50.
  • Fiendish Quintar (blue): LXP reward increased from 26 to 36.

Quintar Nest:
  • Brutish Quintar (red): LXP reward increased from 26 to 46.

Capital Jail:
  • Jail Breaker: Uses Sever only once. (Easy difficulty only.)

Greenshire Reprise:
  • Cultist: Will now appear as a Red Flame for longer.

Salmon River:
  • Shelldin: Copper reward increased from 150 to 200.
  • Salmon Eater: Copper reward increased from 180 to 240.

Poko Poko Desert:
  • Cactooer: Aggro distance decreased from 4 to 3.
  • Cactooer: LXP reward increased from 32 to 52.
  • Cactooer: Silver reward increased from 4 to 6.
  • Fiendish Quintar (yellow): LXP reward increased from 38 to 48.
  • Brutish Quintar (yellow): LXP reward increased from 38 to 58.
  • Added troop formations with fewer monsters. (Easy and Normal difficulties only.)
  • It's now harder to accidentally reach Sara Sara Bazaar directly from the start of the game.

Ancient Reservoir:
  • Sand Blaster: Silver reward increased from 8 to 10.

Overpass:
  • Trusty Quintar (blue): LXP reward increased from 40 to 60.
  • Trusty Quintar (red): LXP reward increased from 40 to 60.
  • Woke Quintar (teal): LXP reward increased from 42 to 72.

The Undercity:
  • Koh-Mouri: LXP reward increased from 36 to 57.
  • Added troop formations with fewer monsters. (Easy and Normal difficulties only.)

Quintar Reserve:
  • Woke Quintar (red): LXP reward increased from 38 to 68.

Quintar Mausoleum:
  • Tomb Guard: Uses Blood Spiller less often. (Easy and Normal difficulties only.)
  • Tomb Guard: Dexterity decreased from 180 to 150.
  • Tomb Guard: EXP reward increased from 1000 to 1400.
  • Tomb Guard: LXP reward increased from 38 to 78.
  • Tomb Invader: Uses Earthquake instead of Dark Overture.
  • Tomb Invader: Uses Earthquake less often than it used to use Dark Overture. (Easy and Normal difficulties only.)
  • Tomb Invader: EXP reward increased from 1050 to 1550.
  • Tomb Invader: LXP reward increased from 38 to 79.

Tall, Tall Heights:
  • Polar Claw: No longer uses Devour. (Easy difficulty only.)

Jidamba Tangle:
  • Perennial: Uses Marrow Slurp only once. (Easy and Normal difficulties only.)
  • Creeper: Uses Plague Spreader only once. (Easy and Normal difficulties only.)
  • Creeper: Dexterity decreased from 170 to 150.
  • Meat Eater: Uses all abilities besides Attack less often. (Easy and Normal difficulties only.)
  • Meat Eater: Dexterity decreased from 170 to 160.
  • Meat Eater: LXP reward increased from 38 to 58.
  • Mantis Crawler: Uses Marrow Slurp less often. (Easy and Normal difficulties only.)
  • Greenjacket: LXP reward increased from 17 to 55.
  • Greenjacket: Silver reward decreased from 70 to 55.
  • Mettapodd: LXP reward increased from 38 to 100.
  • Hatchling: Only uses Hemoplague once. (Easy and Normal difficulties only.)
  • Hatchling: Now takes 35% more Wind damage.
  • Hatchling: LXP reward increased from 38 to 100.
  • Uniranha: LXP reward increased from 17 to 47.

Jidamba Eaclaneya:
  • Fire Bug: LXP reward increased from 38 to 100.

Jade Cavern:
  • Impaler: LXP reward increased from 22 to 52.

The Sequoia:
  • Root Muncher: LXP reward increased from 24 to 47.
  • Wing Worm: LXP reward increased from 40 to 94.
  • Rotten Root: Uses Earthquake instead of Dark Overture.
  • Shrieker: LXP reward increased from 24 to 80.

Castle Sequoia:
  • Watchman: Now takes 25% more Wind damage.
  • Ice Muncher: Uses Icy Chill less often. (Easy and Normal difficulties only.)
  • Flameling: Uses Cauterizer less often. (Easy difficulty only.)
  • Flameling: Now takes 20% more Ice and Water damage.
  • Tomb Gaze: Now takes 25% more Wind damage.

Classes:



Warrior:
  • Paragon Crush: Now generates +50% Threat.
  • Battle Crush: Now generates -50% Threat.
  • Grudge: AP Bonus increased from 2 to 6.

Monk:
  • Now has innate +25% Crit Resist.
  • Focus Energy: AP recovery changed from 2 + 2 per 100 Strength to 3 + 3 per 100 Spirit.

Cleric:
  • Star Flare: Damage scaling increased from 500 per 100 Spirit to 600 per 100 Spirit. (Does not apply to enemies that use Star Flare.)
  • Inner Warmth: Now provides MP when healing MP and AP when healing AP. Description updated to be more explicit about the effect.
  • Inner Warmth: PP cost decreased from 2 to 1.
  • Equip Staff: PP cost decreased from 2 to 1.

Warlock:
  • Doublecast: MP cost increased from 16 to 24.
  • Chaincaster: Doublecast MP cost decreased from -8 to -16.
  • Refresher: PP cost decreased from 5 to 4.

Fencer:
  • Eagle Stance: Now deals 25% less non crit damage and 25% more crit damage. (Applies to latest and vanilla because it is more of a bug fix.)

Shaman:
  • Mist Core: Now provides 25% magic damage reduction instead of magic evasion.

Aegis:
  • Resist Break: MP cost decreased from 14 to 12.
  • Magic Break: MP cost decreased from 14 to 12.
  • Armor Boost: Is now self-only. Duration increased from 1 to 2.
  • Resist Boost: Is now self-only. Duration increased from 1 to 2.
  • Power Wall: Is now other-only. MP cost increased from 6 to 8.
  • Magic Wall: Is now other-only. MP cost increased from 6 to 8.
  • Reprisal Aura: Is now multi-target.
  • Reprisal Aura: New animation. (Applies to latest and vanilla.)
  • Entrench: Now costs 10 MP.
  • Crystal Form: Now doubles all current accumulated Threat on usage. Now costs 10 MP.
  • Natural Tank: Threat generated increased from 20 to 100.

Hunter:
  • Covert: Threat reduction increased from 20% to 25%.

Chemist:
  • Tincture: MP recovery increased from 10 to 15.
  • Ether: MP recovery increased from 20 to 30.
  • Zether: MP recovery increased from 40 to 60.
  • Levigel: Cooldown decreased from 4 to 2.
  • Selfless Cure: PP cost decreased from 2 to 1.
  • New Passive: Item Finder. Increases drop chance of consumable items.

Reaper:
  • Moon Slash: MP absorb rate increased from 25% to 35%.

Ninja:
  • All Seals: Now removed by HP damage greater than zero, similar to Sleep.

Nomad:
  • Shimmertide: AP cost decreased from 28 to 26.

Dervish:
  • Quakesand: Now inflicts Power Down for 1 turn.
  • Tornado: Now inflicts Magic Down for 1 turn.
  • Soul Prayer: No longer has an MP cost.
  • Magic Prayer: Now provides 10% magic damage reduction instead of 2 MP per turn.
  • Vigor Drain: No longer has an MP cost.

Beatsmith:
  • Beat Roll: Scaling damage increased from 60 to 75.
  • Rhythm Break: Is now multi-target.
  • Rhythm Break: Repeat action damage penalty increased from -30% to -35%.
  • Rhythm Break: AP cost increased from 3 to 4.
  • Crescendo: Base damage per buff increased from 50 to 60.
  • Mana Song: Base MP recovery increased from 9 to 10.
  • Replaced Attack Style with Resistance Style, a stance for applying Magic Down.
  • Defense Style: Now causes -3 AP per turn instead of a damage penalty.
  • Resistance Style: Now causes -3 AP per turn instead of a damage penalty.

Samurai:
  • Fury: AP Bonus increased from 2 to 3. PP Cost decreased from 2 to 1.

Assassin:
  • Harm Power: Now works with any weapon type.
  • Harm Magic: Now works with any weapon type.
  • Coup de Grace: Now requires a Dagger.

Valkyrie:
  • Bracing Strike: Threat generated increased from +50% to +100%.
  • Steeling Strike: Threat generated increased from +50% to +100%.
  • Healing Breeze: Can now be used out of combat.
  • Steeling Wind: Can now be used out of combat.
  • AP Transfer: MP cost decreased from 16 to 8.
  • AP Transfer: Scaling increased from 3 per 100 Vitality to 6 per 100 Vitality.
  • Commander: PP cost decreased from 5 to 3.
  • Equip Spear: PP cost decreased from 3 to 2.

Summoner:
  • Pah: Base MP recovery increased from 5 to 10.
  • Initial Resist: Turns increased from 2 to 3.

Beastmaster:
  • Feast: CT decreased from 30 to 20.
  • Famine: CT decreased from 30 to 20.
  • Famine: Base MP damage increased from 12 to 20.
  • Hew: CT decreased from 50 to 30.
  • Balm: CT decreased from 50 to 30.
  • Odor Deposit: CT decreased from 50 to 40.
  • Odor Deposit: Cooldown decreased from 4 to 3.
  • Threatening: Threat gain increased from 15% to 25%.

Weaver:
  • Dust: MP cost increased from 16 to 20.
  • Stability: MP cost increased from 10 to 11.
  • Rewind: MP cost decreased from 24 to 12.
  • Quick: No longer instantly charges abilities. (Does not apply to enemies that use Quick.)
  • Quick: MP cost decreased from 40 to 30. CT cost decreased from 40 to 30.
  • New Passive: Delay 20. Adds 20 to initial turn's TT. No PP cost.
  • New Passive: Delay 40. Adds 40 to initial turn's TT. No PP cost.

Equipment:



Swords:
  • Sharp Sword: Accuracy increased from 15 to 20.
  • Scimitar: Now has +20 Accuracy.
  • Cutlass: Evasion Down duration increased from 1 to 2.
  • Defender: Now has +20% Crit Resist.
  • Crystal Sword: Agility increased from 10 to 20.
  • Rune Sword: No longer has Defense Pierce. Now applies Magic Down for 1 turn.
  • Soul Keeper: Physical MP Absorb increased from 25% to 50%.
  • King's Guard: No longer has Defense nor Resistance. Now applies Power Down for 1 turn.
  • King's Guard: New icon. (Applies to latest and vanilla.)
  • Oily Sword: New icon. (Applies to latest and vanilla.)

Axes:
  • Hatchet: Now has +4 AP on battle start.
  • Berserker Axe: Now has +4 AP on battle start.

Katanas:
  • Craftwork Katana: Now has +2 AP on attack.
  • Silver Katana: Now has +3 AP on attack.
  • Artisan Katana: Now has +3 AP on attack.
  • Gold Katana: Now has +4 AP on attack.
  • Tomokirimaru: Accuracy increased from +10 to +30.
  • Master Katana: Now has +6 AP on attack.
  • Diamond Katana: Now has +6 AP on attack.

Bows:
  • Dream Hunter is now one-of-a-kind. It can be found where Artemis previously was.
  • Artemis is now purchasable from the shop which previously sold Dream Hunter.
  • Dream Hunter and Artemis have had their entry numbers in the Archive swapped.

Wands:
  • Cursegiver: Turns until Silence decreased from 6 to 4.
  • Cursegiver: Now grants immunity to Silence while ticking down.

Shields:
  • Craftwork Shield: Now has +5% Crit Resist.
  • Boomer Shield: Now has +25% Crit Resist instead of +5% Vitality.
  • Silver Shield: Now has +10% Crit Resist.
  • Artisan Shield: Now has +10% Crit Resist.
  • Gold Shield: Now has +15% Crit Resist.
  • Bulkwark: Now has +30% Crit Resist.
  • Bulkwark: New icon. (Applies to latest and vanilla.)
  • Master Shield: Now has +20% Crit Resist.
  • Diamond Shield: Now has +25% Crit Resist.

Heavy Helmets:
  • Craftwork Helm: Threat gain increased from 3% to 5%.
  • Silver Helm: Threat gain increased from 5% to 10%.
  • Artisan Helm: Threat gain increased from 5% to 10%.
  • Gold Helm: Threat gain increased from 7% to 12%.
  • Master Helm: Threat gain increased from 9% to 15%.
  • Guts Busby: Threat gain increased from 9% to 10%.
  • Raid Helm: Threat gain increased from 15% to 35%.
  • Diamond Helm: Threat gain increased from 10% to 20%.

Heavy Armors:
  • Craftwork Mail: Threat gain increased from 5% to 10%.
  • Silver Mail: Threat gain increased from 10% to 15%.
  • Artisan Mail: Threat gain increased from 10% to 15%.
  • Gold Mail: Threat gain increased from 15% to 20%.
  • Plate of Lion: Defense decreased from 120 to 100.
  • Master Mail: Threat gain increased from 18% to 25%.
  • Construct Mail: Now has +50% Crit Resist.
  • Guardian Angel: Re-Raise is now non-expiring.
  • Plate of Whale: Defense decreased from 100 to 50.
  • Lunar Mail: Threat gain increased from 19% to 25%.
  • Diamond Mail: Threat gain increased from 20% to 30%.

Medium Armors:
  • Quintar Pelt: Now has Bleed immunity.

Light Hats:
  • Pointy Hat: Now increases MP costs by 35%. Accuracy penalty increased from -30% to -35%.

Light Armors:
  • Shell Gown: Resist Up is now non-expiring.

Crystal Project Update: Version 1.1.1

Auto Top Up:


There is now an "Auto Top Up" option at the top of the Consumables menu. Using it will automatically top up the party's HP and MP using whatever consumables are currently available in the inventory. All consumables that will be used and their approximate total cost will be shown before confirming.

This feature is designed to help alleviate down time between difficult fights which deplete the party's resources. The presence of the "Auto Top Up" option can be toggled on or off in the More Options menu. It will be on by default.

Reorganized Options:


Subtitles have been added to the More Options menu to help organize it. Items in the Options, Graphic Options, and More Options menus that were previously missing descriptions will now have them. Some existing descriptions have also been improved for clarity.

Bug Fixes:


  • NPCs will now refer to the player as lad or lass depending on the topmost party member's gender.
  • Fixed bug where the Mimic was able to build AP and reset cooldowns by Repeating Observe.
  • Frostbite is now properly triggered by Ice elemental physical damage.
  • Fixed bug where the World Map wasn't being fully drawn sometimes. (This was purely visual and should not have had any effect on what was revealed.)
  • Fixed bug where "Narration 1" and "Narration 2" music tracks could be permanently missed. When loading a save file affected by this bug, they will be unlocked.
  • The "Adventuring On" and "Far Away Lands" achievements are now properly granted even when sequence breaking.
  • Ancient Tablets no longer have a chat bubble.
  • Fixed various typos. (This will no longer be listed in future patches unless the text changes were significant.)

Fast Travel Update

New features:


The following new options can make certain aspects of Crystal Project easier or less time consuming. I encourage you to give the game a try before enabling any of these options, but if something is not for you, that's OK. Please feel free to make adjustments.

These options can be accessed in game via the main menu under More Options > Assist Options and they are tied to save data. Once an option is turned on, it cannot be turned back off.

  • Enhanced Home Point: Enables setting up to 3 different Home Points at a time. Earlier parts of the game can often involve a lot of backtracking. Most players may want to enable this option.
  • Custom Difficulty: Enables freely adjusting the difficulty either up or down.
  • Skip Minigames: Enables the option to skip minigames and obtain an automatic placement.
  • Extend Timers: Timers which sometimes show up while solving puzzles will be extended.
  • Boost EXP: Increases the amount of EXP earned after battle. The exact percentage is configurable.
  • Boost LXP: Increases the amount of LXP earned after battle. The exact percentage is configurable.
  • Boost Gold: Increases the amount of Gold earned after battle. The exact percentage is configurable.

Balance changes:


  • Slightly reduced the speed of other Quintar racers.
  • Slightly adjusted the Undersea Trail track to make it a little easier.
  • Added more Swamp Kid encounters.
  • A Swamp Kid's presence is now often indicated by a new type of brown weed.
  • The following late-game monsters have had their LXP rewards increased: (hidden for spoilers)

    • Magic Well: Increased from 65 to 100.
    • Sea Snake: Increased from 18 to 36.
    • Sea Kobra: Increased from 22 to 44.
    • Sea Skimmer: Increased from 18 to 36.
    • Skimmer Boss: Increased from 22 to 44.
    • Wave Hunter: Increased from 18 to 36.
    • Shallow Spear: Increased from 38 to 100.
    • Mermaid: Increased from 18 to 36.
    • Mermaiden: Increased from 24 to 48.
    • Merman: Increased from 40 to 80.
    • Medusa: Increased from 40 to 80.
    • Merhorse: Increased from 24 to 48.
    • Biter: Increased from 18 to 36.
    • Chomper: Increased from 24 to 48.
    • Sea Salamander: Increased from 22 to 44.
    • Shank Shark: Increased from 40 to 80.
    • Coral Eater: Increased from 22 to 44.
    • Man Of War: Increased from 24 to 48.
    • Burden: Increased from 42 to 84.
    • Young One: Increased from 40 to 80.
    • Flesh Eater: Increased from 26 to 78.
    • Sentry: Increased from 75 to 90.


Bug fixes:


  • Two unobtainable Key Items have been removed from the Archive (entries #54 and #58). All Key Items appearing below them have had their entry numbers adjusted to fill the space.
  • Changing the "Reordered Abilities" option will now update the sort even while the abilities window is currently open.
  • Fixed various typos.

Crystal Project Update: Version 1.0.11

New option:


  • Choose whether or not you would like to have unusable abilities moved to the bottom of the ability list during battle.

Bug fixes:


  • When removing all of a member's equipped passives, associated equipment will now be properly unequipped.
  • Fixed visual bug where chunks of the world were sometimes not being rendered.
  • If something costs at least one gold, then it will no longer cost any copper (prevents mixing up the cost with the Quantity column while shopping).
  • Inflicting Frostbite status will no longer incorrectly result in an instant kill.
  • Re-Raise will no longer cause monsters to attack themselves.
  • Re-Raise will no longer be used on a dead ally.
  • Choosing Skip Turn will now properly trigger Re-Raise.
  • Fixed formula display of certain low damage/healing abilities (for example, Pah).
  • Fixed bug where Anubis got stuck in Fire mode.
  • Fixed various typos.

Crystal Project Update: Version 1.0.10

New graphic option:


  • Weather Haze: Toggle visibility of hazy atmosphere in certain regions.

Bug fixes:


  • Fixed bug where unclassified damage (eg, the Sentry's Precision Nuke ability) was not removing Reverse Polarity.
  • Fixed bug where a party member could sometimes evade with Reflex Stance when they were the only valid remaining target.