This is the last announcement in quick succession hopefully!
We just split the Steam Windows build into a 32 bits version and a 64 bits version.
Steam should automatically detect the correct one for you (the 64bits version for about 99.5% of the players in our case, haha) and start using that one. The download won't be anything special as it's just the main executable getting changed, more or less, so no worries on everyone's bandwidth!
This is mainly in preparation for the Missions and Monsters expansion, as it uses a bit more memory. Technically, not enough to require a 64 bits, but we'd rather play it safe and there's very little to lose by providing the 64 bits version of the game anyways.
Let us know if you run into any issues.
Thanks!
Hotfix 1.2.0b
Another small hotfix from bug reports we received. Thanks a lot for those!
Patch notes:
Patch 1.2.0b
Low Resolutions: Some low resolutions were not using the troops menu layout with less units shown per column and thus some units were partially outside the screen area. Fixed.
AI: Fixing some weird interactions when the AI is using Double Cast and One for All combos.
AI: Minor improvements tied to double casting (including, but not limited to: not casting drain MP 2x in a row on the same target)).
NewGamePlus: A certain secret character would start with the wrong passives equipped most of the time after a NewGamePlus. Fixed.
Names: A certain villainous story character name was displaying the wrong name in combat. Fixed.
Resolution Change: Changing the resolution and then canceling the confirmation would leave the UI looking weird until backing out to the title screen. Fixed.
Hotfix for 1.2.0
Tiny update for the build, nothing critical, but we want to make sure everyone's cherished builds are working as intended :)
Version 1.2.0a
One for All: Recent update caused issues with One For All, where the 2nd attack when dual wielding would always miss and where the range for One for All to trigger was often incorrect. Fixed.
Menus: Very minor tooltips tweaks in the Equip Abilities and Equip Weapons menu, where the wrong tooltip would be shown under rare conditions.
That's it! If you notice anything weird, let us know and we'll do our best to address it as fast as possible. This last update was truly massive in terms of amount of new code that went in, so it's possible we missed something somewhere >.<
Update 1.2.0 - Patch Notes 2/2
This is the rest of the patch notes for Update 1.2.0, since they were too big to fit in a single update.
Patch Notes (2/2):
05/06/2020 - Version 1.2.0
Bug Fixes:
4_3 Fixing small inconsistencies in the Help screen and Try and Buy screens while using a 4:3 aspect ratio.
Pulsar Generator: Spell could change the facing of the target to a different facing than the target had at the start of the spell. Fixed.
New Game Plus: A certain secret character wouldn't retain his AP correctly in a New Game Plus. Fixed.
Mouse: Using the mouse wheel, it was possible to enable the "Dismiss" command on Story characters in the Troops menu (and also during battles). Fixed.
Swarm Strike: There was a visual glitch where "helpers" that are sleeping would remain upright (and still sleeping) at the end of the Swarm Strike animation. We don't want to change the functionality or complexify the ability, so it will keep working correctly even if teammates are sleeping, but their frames will reset to "sleeping" correctly at the end of the animation.
Large Units: Cleaning up the way distance is calculated to/from larger units so it always uses the closest distance. This should make abilities that rely on distance (or the distance of weapons) always function correctly with larger units.
New Recruits: Fixing a bug where under certain circumstances, new recruits from an advanced class would still lose access to that class after switching them out (even though we changed that behavior in a prior update).
AI: The AI could have odd movements under certain circumstances. Fixed.
Misc: Reducing memory usage a tiny bit in battles and menus.
Name Change: When changing the name of a recruit and then canceling changes, the old name wouldn't be restored.
AI: AI could make odd decisions when it came to One for all, selecting it when it shouldn't or not selecting it when it should. Fixed.
Niwot: Enemy had idle stance running too quickly. Fixed.
Random Drops: There was an issue with the way the map rewards were being generated and it could often result in wrong odds for most item, the longer the player went without restarting the game. It also resulted in a lot more Godwood drops late game than was intended.
Mystic Shield: Fixing an issue where Mystic Shield would absorb damage as MP if the character would heal from the damage due to high elemental resistances.
Mystic Shield: Fixing an issue where the MP damage wouldn't be shown correctly when punting a target with Mystic Shield if there was no bonus damage.
Sacrifice Abilities: Those abilities could have inconsistent behavior with One for All, Protect and other more complex interactions. Fixed.
Cleave: When a character with the Cleave passive got a kill during a turn and died on the same turn (due to Thorn or other reasons) could result in the "next character in the Queue" getting their turn as a "cleave turn" (meaning they wouldn't regenerate MP). Fixed.
Selecting Subclass: Fixing some minor UI issues.
Relentless Investigator: The player could fail to get the achievement if the last chest they opened was located in Gelligh. This fix will be retroactive and grant the achievement to player that should have it upon loading a save file that has all treasures opened.
Teleport Other: There was an extremely rare chance of the AI using this ability to teleport someone "on top of them". Fixed.
Ancient Path: Fixed an issue where the crystal would deactivate after an enemy was revived (until another enemy would be killed), even though it should have stayed activated.
Battle Menu: Fixing an extremely rare case where the battle menu could get 'stuck' if the player hid and showed it rapidly.
Displacements: Fixing a rare issue with "abilities that displace a lot of people at once" sometimes leaving some of the targets "untargetable" until they moved again.
Charge: Fixing an issue when using a charge ability from a water tile, where the attack wouldn't occur after the movement was done.
Charge: When the player used a charge, the target would not get to counter it, even if they had a valid counter. Fixed.
Leap: Leap will now correctly check for traps after the caster lands.
One for All: One for All would ignore the target height and just check for distance. Fixed.
Infused Edge: No exp would be granted to the caster if the spell part of the attack missed. Fixed.
Doppelganger: Some bosses with multiple parts wouldn't have their parts correctly flagged as not being valid for Doppelganger and the player could attempt to copy some invalid ability sets. Fixed.
Enemies: Fixing some issues in enemies generation tables that would prevent a few passives to be generated on enemies as optional passives.
Zzakander Spires: When using "Elite enemies", the added enemy would spawn in an odd location. Fixed.
Mind-Control: Mind-Controlled enemies with Smart Cast would apply Smart Cast incorrectly. Fixed.
Pushing: Pushing someone out of a water tile with a push ability would result in visual issues and the target possibly surviving with 0Hp.
NewGame Plus: Enemies would still be restricted by story progression in their choice of weapons and accessories, even when using the flag for enemies to have access to all the gear.
Units in Water: Certain abilities that exchange position with a unit could have some inconsistent text positioning for caster drains if the caster started in water. Fixed.
Fleeing Enemies: Fixing a rare case where strange AI behavior could occur when an enemy escaped battle and was under the effect of Protect.
Double Cast: The AI could cast a spell using Blood Magic without enough HP if the first cast got countered and reduced their HP below what was needed for their 2nd spell. Fixed.
Monsters: Some rare monsters had weaker stats in an upper Tier than a lower Tier. Fixed.
Credits: Fixing an issue where some names in the credits didn't show up properly.
Adaptive Evasion: Will now correctly be set to "Evade Regular Attacks" after being attacked by Infused Edge.
Summons: Fixing an issue where mind-controlled summons would have no abilities other than attack for the player to use.
Interstitch: Was ignoring the spell height restriction on the victims. Fixed.
Stampede: Now calculating the amount of tiles walked more accurately (it used to calculate it from the distance between the 2 positions, rather than the steps taken to get there).
AI: Will not attempt to cast Wild Cards on a target immune to all debuffs (or that has all debuffs already).
Dispelling: Will now show 0% for the chance of the buff to be removed if the target has an Evade counter against the Dispel ability used.
Scar Tissue: Will not trigger from fixed damage anymore (since those don't target def nor res).
Bows: Under very specific circumstances, the optimize feature when changing classes could end up equipping a bow and a shield at the same time.
Blazing Bolas: Under very specific circumstances, the target could be flagged as being underwater after the spell, even though they would not be. Fixed.
Modding:
List All Jobs: The optional GameOptions.txt option to always show all classes in the class wheel was cleaned up to not show classes from bosses and other special hidden classes.
Abilities: Adding a new abilities.xml field so abilities can use the element of the weapon equipped rather than have a built-in element. Previously, skills with "treated as a regular attack" would automatically have this behavior, but now they will be able to decide with this new field.
Monsters: The game started using Monsters.xml last patch, but the file wasn't generated in the customdata_examples folder. Fixed.
Abilities: Abilities will now correctly use the minrange value when being casted. Before, it would only respect values of 0 or 1. Now any value <= maxrange will work correctly.
Abilities: Adding a new field to abilities (PosStyle) that can be set to "kLine" to force the ability to target only in a line from the caster.
Jobs: Adding "noVicarious" to the job fields. When it's set, a class doesn't gain vicarious AP. This used to be hardcoded.
GameOptions.txt: Adding "Vicarious-extensions" table. You can make special mappings there to have vicarious AP work "cross class" (for example, you can make it so that a specific story class earns vicarious AP from another class).
Encounters.txt: Makings more robust in general in terms of error handling.
Encounters.txt: Adding command to grant spawned units bonus stats, speed, max hp or mp. Those are: stat-hp, stat-mp, stat-atk-, stat-mnd, stat-def, stat-res, stat-spd. Eg: stat-hp:100 will give the unit 100 more max HP.
Charges: Will now use the size field to create a max charge range. Using a very large value for size will essentially behave like before (ie, no real max distance).
Abilities: Adding a new counter called "kOffensiveCounterWithDebuff". It can act with any debuffs and will trigger with the standard "offensive action" conditions. It will use SpellHash for the visuals to use during the counter (and use a generic effect if none is provided).
Abilities: Adding a new counter called "kOffensiveCounterWithBuff". It can act with any buffs and will trigger with the standard "offensive action" conditions. It will use SpellHash for the visuals to use during the counter (and use a generic effect if none is provided).
Abilities: Adding a new counter called "kRandomDebuffPerPower2". It will trigger on standard offensive actions and apply "x" number of debuffs ("x" is the power2 field) to the target and use SpellHash for visuals.
Abilities: Adding a new effect field (AddsNonRemovableEffects3) to abilities with fields called: kfEquipAxe (and one for each weapon name). Those can be used to allow a character to equip said weapon as a passive ability.
customdata_examples: Files will now automatically be refreshed if they are out-of-date rather than needing to be deleted first. We were afraid of deleting changes the user might have made to those files, but I guess making changes to those files wouldn't do anything since they aren't used by the game anyways, so it should be pretty safe. Files in customdata will never be deleted by the game though, just to make sure we don't delete people's mods.
Stores.xml: Adding an XML to control store contents.
Encounters.txt: By default, overrides for Encounters.txt replace the section they are targetting. By using the new command "AdditionMode=true", custom data will "add to the section" rather than replace it. This is useful to make tiny modifications, rather than redo an encounter.
Encounters.txt: Adding new commands for the creation of enemy monsters: portrait, sprite and spriteextra. They allow the unit's portrait and sprites to be changed. "spriteextra" is for added sprites, as some monsters have multiple parts (you can see examples in Monsters.xml).
Encounters.txt: Fixing an issue that prevented the helmet and armor commands to be used for accessories.
Encounters.txt: Adding "weighttarget" command for units generation. Format is: weighttarget:AbilityHash|IncreasedValue|Target (eg: weighttarget:HEAL-A1|50|monster0 which will make that action 50% more attractive than normal).
Encounters.txt: Adding "isaleader" command for units generation. Format is: isaleader:number, where number is going to be the bonus EXP granted for killing the leader.
Encounters.txt: Adding "objective" command for Patrol fields (like: [city01-patrol0]). Format is objective:defeatleader. Currently, that's the only value and it will "win the map" automatically if all leaders are defeated and set the map objective description accordingly.
Encounters.txt: Adding "story-" new command. Format is: story-=x:0, y:0, dir:rd where name is the name of a story character (like kyrie, reiner, etc). This will spawn them on the map on your team.
Encounters.txt: Adding "nozone" new command. Format is nozone=true. It can be used in place of zone0=1,1,1,1 command so there is no zone at all. This will only be useful when spawning story characters, otherwise you'll need a zone to have units in there.
Update 1.2.0 - Player AI, more autosaves...
Hello everyone!
We're happy to release update 1.2.0 today. It's probably our biggest update yet and it adds a lot of nifty things! Here are the highlights for the update:
Highlights:
Player AI: Player units can now be controlled by the AI. Go to the system options and select "Player AI" and set the AI you want on your combatants. Their setting will be saved and remembered.
Autosaves: Adding autosaves at the very start of battle, so the player won't lose all their work preparing their units if things go sour. The autosave will keep all pre-battle setup, but otherwise start the player right before the battle was triggered.
UI: Lots of UI improvements all around for cleaner and clearer information in menus, in combat, everywhere! More options in menus (sorting, unequipping the whole army, etc.).
Controls: Various updates to mouse and keyboards controls to improve upon them.
Balance: A fair amount of balance tweaks across the board.
Bug fixes: Lots of bug fixes on anything that's been reported by the community and from our testing team.
Modding: Adding the Stores.xml file to the list of moddable files and a lot of improvements to many of the systems.
The patchnotes are too large for a Steam update and will be split into two updates (bug fixes and modders notes will be in a subsequent announcement).
As a note to our other users: - the GoG update should come about by the end of the week. - the Ps4 And Xbox One updates should come about next week (or early the week after). - the Switch will not be getting this update for now. It will be getting the next update (the update for the release of Missions and Monsters). This is due to added delays on Nintendo's side, tied to the current Corona virus crisis, and is outside of our control.
Missions and Monsters Expansion:
We're finally fully done with the programming and asset creation for the expansion. Currently, we're busy testing, balancing and tuning for the absolute best experience!
While we don't quite yet have an exact release date, we know it's going to end up being in June rather than late May after all.
We want to release on all platforms at the same time and unfortunately, with the current world situation being what it is, some of our console partners are going to need a lot more time than they used to in order to review the expansion, which is creating this delay.
Fell Seal Milestones:
We passed 2000 reviews this week! Thanks so much to everyone for the support, it's been truly incredible!
Patch Notes (1/2):
05/06/2020 - Version 1.2.0
New Features:
Player AI: Player units can now be controlled by the AI. Go to the system options and select "Player AI" and set the AI you want on your combatants. Their setting will be saved and remembered.
Autosaves: Adding autosaves at the very start of battle, so the player won't lose all their work preparing their units if things go sour. The autosave will keep all pre-battle setup, but otherwise start the player right before the battle was triggered.
Enemy Turns: The player can now press the System Menu button during an enemy turn and as soon as their turn is over, the System menu will open, allowing the player to load/quit/etc.
Unequip Everyone: Adding a button to unequip the whole roster at once from the troops menu equip screen.
Turn Completion: When pressing the "details button" in combat, each unit will display their turn completion amount as a percentage next to their health bar. This should help the player make better decisions when it comes to abilities that delay the turn of units, etc.
World Map: Various updates were made to the controls on the world map to make keyboard only user more at ease (ie. users not using the mouse at all, but just the keyboard).
Difficulty Settings: Adding a new difficulty setting to control if the AI will use drowning mechanics on the player or not.
AI: The AI will now use the map's natural teleport points if it deems it a good idea.
UI: Many different additions to give better information to the player.
Balance:
Gear: Updating the list of what can be sold and not sold. In general, making more unique gear unsellable and more rare gear sellable.
Story Characters: Some story characters have small static bonus to some stats upon creation. Now those will be stored in a different way so they are kept if the unit has its level reset to 1. This change is not retroactive and will require a new game. Also slightly changing those bonuses for some characters.
AI: Various small improvements to the AI.
AI: There was a chance the AI would cast Dispel 2x in a row on the same target with Double Cast. Fixed.
AI: AI wouldn't always make smart use of Focus and Hallowed buffs. It'll now be smarter.
Axes: Increasing vertical range to 4 (was 2 before).
Healing Staff: No longer triggers Chilling Touch and other such passives.
Defensive Hit: Now counts as a regular attack.
Reanimate: Summoned zombies of tier 2 and 3 will now have "Counter: Poison" rather than "Counter: Critical Rebirth" since summons can't be affected by any Revive or Rebirth abilities.
Counter: Thrash: Increasing damage dealt to 1.2x (from 1x).
Chaos Slice: Increased dmg from 0.85x to 0.9x.
Marked: The class's last ability won't be locked by the story anymore but purchasable like other abilities.
Marked: The character that has access to this story class will now learn a special passive through the story (Penumbral Mastery).
Exiled: The character with access to this class will have access to a bonus passive as well (Stampede).
Avenger: Bonus will now be applied per allies that is currently fallen, or has fallen before in the current battle (and isn't protected against injuries). The net result is that reviving allies won't remove the bonus (unless they have injury protection).
Story Battles: Made a certain NPC assisting in the fight in a certain city map more likely to drink potions if their health gets low.
Pektites: Adding an element to their regular attack.
Sleeping Targets: When the target is asleep, a bonus to accuracy will be given to attacks on the target (25%). The target's evasion was already ignored if it was asleep, so this is mainly a boost to special attacks with a low starting accuracy (like Wild Slam, etc.).
AI: AI won't be as eager to get Hallowed Mind by slapping some nearby allies.
Scoundrel: Increasing slightly the odds of Steal Item, Buffs and Gold.
Wrathful Burst/Holy Burst: Increasing the vertical range to 4 (from 2), to match other Burst abilities.
Wood Staff: Will no longer increase the casting range by 1. Other staves remain unchanged.
Thorns: Increasing damage dealt by Thorns to 30% of damage dealt (was 25%) is reflected. Thorn damage is subject to defense, so it is not as high as that amount.
Hellmuzzle: Increasing attack value slightly.
Silver Rapier: Now grants increased MND, like other Silver weapons.
Rapiers: Increasing their MND bonus a tiny bit. Rapiers now grant a bonus to accuracy as well.
Ebony Dagger, Quarreller, Crimson Scythe: Now have a bonus to MND.
Reflectotron: Lowering MP cost to 4 (from 6).
NewGamePlus: A certain secret character will now remain on the player's roster when starting a NGP, rather than needing to be acquired again.
Barrier: Will not be removed anymore from a target if the target was immune to the effect that was used on them. So, for example, an enemy immune to Poison won't used up its Barrier buff if Poison is casted on them, since they were already immune.
Badges: Now, when the player finds a badge, the class it unlocks will be shown in the class wheel with its information, even if the player doesn't mean the requirements. That way the player can start planning their progression better if they want access to the class rapidly.
AP Gained: On maps where the player's 6 main units are much higher level than the opposition, the AP is reduced by 33% (up from 25%).
Stealing: Being afflicted with Blind will now reduce the chance of Stealing in half.
Cleansing Blade: Reducing damage bonus from removing a debuff from 0.45x per debuff to 0.35x per debuff.
Fellblade: Changed most Slices to a line targeting rather than diagonals.
The Highlands: Updating the level range of the area to be lower in general and provide an option for the level 20-30 range.
Story Characters: Story characters that join late into the game have had their starting AP increased a tad.
Bonus Character: Reducing slightly the AP costs of abilities for a certain special character that likes to buzz around.
Reavers: Gaining access to Mauls and losing access to Swords.
Thorns: Thorn damage will no longer remove Charm from the recipient.
Enemies: Should not spawn with Countershot anymore if they don't have a ranged weapon.
Enemies SubClass: Changing the way the odds of an enemy having no subclass are calculated. They will now be based on character level and tied to Difficulty settings, rather than a flat 20%.
Magic Bullet: Now counts as a Regular Attack.
Quick Fingers: Will now allow the player to activate a chest/gather point/ladder/etc after taking an action and a movement if there is one in range.
Worms: Can no longer spawn with boots.
On-Hit Passives: Changing the proc chances of Deep Wounds, Chilling Touch and Sunder to all be 75%.
Dreadmaw: Increasing chance to hit from 50% to "regular odds".
Flippers: Enemies will never spawn with flippers if the map doesn't have water.
Blazing Bolas: Blazing Bolas will now only try to place traps on valid tiles. Which means that a well targeted bolas, with many invalid location for the traps, will only land on valid tiles, and thus more likely to spawn directly under the target.
UI:
Troops Menu: The screen could feel less responsive for KB M users if the user was moving the mouse around while pressing keys. Should feel better now.
Troops Menu: The currently selected unit will show "Deployed" on its portrait (like in the battle placement screen) if the user is in battle the unit is deployed.
Gear Description: Slightly increasing the size of the description of gear in their main description box.
Abilities Equip: Some of the descriptions wouldn't shown until after the player had made an actual change to their loadout.
Visuals: Various small spacing improvements to the UI.
Visual Customization: Made the experience using both mouse and keyboard at the same time better.
Troops Menu: Spaced out the units in the troops menu. Also made the troops menu layout better (less units covered by the UI) when using a small resolution.
Abilities Description: Clarifying and updating a few descriptions.
Worldmap: The worldmap will now center on nodes as a road is drawn to them. This will be especially useful to people using low resolutions since the new nodes are easier to spot.
Title Screen: The game should reach the title screen just a bit faster than before.
Unit Number: When pressing the "details button" in combat, each unit will be assigned a number based on their order in the turn bar and that number will be shown over their portrait and sprite on the map. This will help quickly seeing whose turn is coming soon by looking at the sprites only, as well as differentiating any sprites that might have the same portrait.
Damage: The damage prediction box will now show "-0HP" rather than " 0HP" when an attack would do 0 damage, to be more consistent. Heals for 0 will still show " 0HP".
Patrols: Adding a tutorial explaining a few basic concepts about the patrols, including their level range. It will trigger the first time the player selects the "Patrol" command on the world map.
World Map: The right stick will now pan the map.
World Map: Pressing and holding the mouse button will allow the map to be panned with mouse movements.
World Map: The keyboard will now control the world map cursor as if it were a gamepad, so the mouse won't be required at all with mouse and keyboard. The directional buttons won't pan the map anymore without pressing and hold the "Pan Map" button or the mouse.
Gear Description: Making the layout of the gear description box a little smarter if there aren't any on-hit effects or buffs attached to the equipment piece. This will make the description section better.
Weapons Description: Now showing the shape information in the description for weapons with an AoE.
Weapons Description: Will now show the base on-hit chance of debuff in the weapon description panel.
Delaying a Turn: When an attack causes a delay in the turn of the target, the word "Delayed!" will be shown using the Debuff colors.
Item Potency: Will now show the increased numerical amount in the item description box while browsing items in combat, rather than just in the prediction box.
Damage Prediction: Will now show the amount of turns a debuff will last in the prediction box.
Credits: Will now use less memory. It probably won't be noticeable by anyone really, haha.
Class List: The list now has a sort option (default, a-z, z-a).
Class Wheel: The wheel now has a sort option (default, a-z, z-a).
Prediction Box: Will now show "No effect" instead of "not showing any effects" when Dispel or Panacea wouldn't do anything, for clarity.
Prediction Box: Buffs will now be shown in "healing color" when being added and "damage color" when being removed, rather than the reverse. With this change, all "good effects" are "healing colored" and all "bad effects" are "damage colored".
Abilities, Weapons: The base chance of debuffs will now be shown in the description of the ability.
Descriptions: Changing the format of many descriptions from 0.5x to 50% if it would be more intuitive for what they do.
Help Screen: Adding numbering to the help tooltips to make it clearer how many tooltips there are on any given screen.
Sabotage: The % chance will be shown in the prediction box. It's always 100%, unless the enemy is immune to displacements. This should make it clearer the enemy can't be displaced at a glance though.
Spell Speed: Effects at the end of the turn (like Renew, Poison, etc) will be shown faster if the player has increased the spell effect speed (they were already shown faster than regular spells, but now they will be even faster if the player spell speed is higher).
Tutorial: Adding a mention about being able to add custom portraits to the game to the customize tutorial.
Missions and Monsters DLC - New Gear
Hello everyone!
This week, we'll go over some of the new gear that is being added in Missions and Monsters, and explain the overall design approach we took while creating them.
First, in terms of scope, we're adding a hefty 60 new pieces of gear. About half of that is weapons, and the rest is split amongst armor and accessories.
There were two main driving factors for the new equipment: adding new and unique gear and filling some more niche archetypes to give the adventurous player more options when crafting their dream team. Things like a shield with bonus atk or spell range, more elemental weapons options, cloth armor or deadly staves for the brawling healer, etc.
We're also adding a bunch of more complex pieces of gear, with many unique properties. Here's a few examples to showcase what you can expect:
That's only a small taste of the new equipment, but showcases some of the more unique ones.
There's also this beauty that promises potent destruction raining on your foes...
At this point, most of the new content has been created and it's looking good. What remains now is polishing, testing, testing and more testing! We want to make sure the balance is as solid as it can be after all!
We have a big update planned for the base game as well, with a lot of new features, UI improvements, bug fixes and modding options. I'll save the details of that for the next devlog though!
Thanks again and stay safe everyone.
Missions and Monsters DLC - The Wrangler
Hello everyone,
Today, we're going over the last of the new human classes that will be introduced in Missions and Monsters: the Wrangler class.
As we've mentioned before, the Wrangler class will be pivotal to the growth of your Beastmaster units, because of its Tame ability that lets you recruit monsters during battle. But, the Wrangler class is a lot more than just a supporting actor to your Beastmasters and brings many powerful abilities of its own.
The Wrangler focuses heavily on interacting with monsters in general, be they allies or enemies, so it tends to lend itself better to a supporting role. Without any monsters on the field on either side, the Wrangler is probably not going to outshine most other classes. But with monsters around... it's a different story. And with monsters stronger than ever in Missions and Monsters, you'll quickly find yourself welcoming the Wrangler's expertise!
Abilities:
Let's go over their abilities, passives, and counter:
Counter: Might: Counters any offensive action taken on the character by using Atk and Mnd up. This gives the Wrangler an easy means to pack a bigger punch if they'd rather be more hands-on than supportive.
Passives: Skirmish: The character will be able to move 1 extra tile at the end of their turn. So if the unit moves before it attacks, it will get a second movement phase of 1 tile after its attack, and if it moves after it attacks, it will get to move 1 extra tile. This gives the Wrangler extra mobility and versatility, and even allows for extra back-attacks by melee units.
Owner's Pride: Whenever an allied monster unit falls in battle or defeats an enemy, the Wrangler gets a stacking 10% bonus to their speed stat (up to 40%), allowing them to snowball their advantage or come back from a tough situation more easily.
Actives: Tag Team: The Wrangler can select an ally monster unit in range and "swap them out" for a benched monster unit. The new unit will get all the buffs, debuffs, current HP/MP and turn completion transferred to them. This grants the Wrangler immense versatility as they can change the party composition itself as the battle progresses.
Tame: This lets the Wrangler recruit enemy monsters. The chance is based on the enemy's current HP (the lower, the better) and won't work on bosses and special enemies. But there are otherwise no restrictions.
Attack!: The Wrangler orders all allied monsters on the map to attack the first target in range directly in front of them. With careful planning and placement, this ability has the potential to be devastating.
Frenzy!: This gives Atk Up to all allied monsters, but removes Mnd Up from all of them. Calm...: This gives Mnd Up to all allied monsters, but removes Atk Up from all of them. A quick way to bolster all of your allied monster friends.
Heel!: This allows the Wrangler to select an enemy or allied monster within 5 tiles and teleport them to a tile adjacent to the Wrangler. This gives the Wrangler great control over the placement of all monsters on the field and can be used both offensively and defensively to great effect.
Beast Whisperer: Allows the Wrangler to use Mind Control on an enemy monster (Mind Control is a superior form of Charm where the target will get an immediate turn, controlled by the Wrangler, on top of being left with the Charm status afterwards). This ability is melee range, so it's a little riskier than other Wrangler abilities, but very potent.
Quicken Monster: A version of Quicken that targets only Monsters. It costs less MP as a trade-off.
Hunt: An attack that deals high damage to monster units, but poor damage to humans and bzils. Counts as a regular attack.
And that's it for all of the Wrangler's abilities! Their kit is unique and a little more subtle to use than most other classes, but if the field has many monsters and you're clever about placement, their potential is immense, both defensively and offensively.
Stay safe everyone! And thanks for your continued support.
Missions and Monsters DLC - The Beastmaster
Hello everyone!
This week, we're going to cover in detail one of the new classes that will be available in Missions and Monsters: the Beastmaster class!
The Beastmaster is our biggest class yet, with a ton of abilities. They are somewhat of an hybrid between a regular class and the Gadgeteer class, but with many new and unique mechanics.
The Gadgeteer style part of the class comes from the way they will learn 14 of their abilities. These abilities are each tied to a specific pet monster and have 2 parts: the active part, which works the same way as any regular ability: you select the ability, you choose the target(s) and then you use it. Those have a wide range of effects, as the Beastmaster is incredibly versatile: damage, healing, debuffs, buffs, special abilities...
Once the ability is used, the pet that it's associated with will appear next to the caster and remain there (almost) indefinitely. You can have up to 3 pets out at once per character, and if you summon a 4th one, the oldest pet will go away. Each character can only have 1 of each pet out, meaning they must have 3 different pets out at once. This is per character, so having 2 Beastmasters out won't interfere with their pets' availability.
At the end of the character's turn, any pet they have out will apply their effect to targets adjacent to the character. All pets are "smart", so healing pets will only apply their "end of turn effect" to friendlies and damaging pets will only target enemies, etc. In the example above, 3 pets are out: the Blardger Brat, which deals damage, the Daodrenner Kit, which heals allies and the Arpia Guttersnipe, which has a chance to poison (and refresh poison duration on) adjacent enemies. All the effects happen at once so the information is displayed as quickly as possible.
These 14 pets are unlocked by recruiting the corresponding monster, which means that once a monster is recruited, every Arbiter on your team will have access to the given pet summon (assuming they have access to the Beastmaster class to begin with). In this way, those behave much like gadgets. Monsters can be recruited through missions or through Taming (with the new Wrangler class).
On top of these 14 pets that can be summoned, the Beastmaster has access to 7 more abilities that are learned normally through their skill tree (so those are not shared across all units and must be learned individually, like regular class skills).
Those abilities are "Pet Dismisses" and are a new mechanic to the game. The Dismissal abilities can only be used when the character has at least 1 pet out. When they use a Dismiss ability, all their currently deployed pets will be dismissed and the spell will gain more power for each pet dismissed that way. The dismissal abilities have a very wide range of utility (and scale well with a high number of pets), such as damaging enemies, healing an allly or even all allies at once, revives, character displacement, etc.
All in all, the Beastmaster is a VERY versatile class, with varied play styles possible. The player can opt to maximize the pets' "end of turn" effects and run around with an aura of healing/damage to everything in range, or they can opt to focus on the Dismiss abilities, bringing out pets as fast as possible to prime big ratios to Dismiss abilities. Or they can pursue a balanced approach of the above, of course.
One thing is certain, the true power of the class is tied to the cute pets it can bring out. And to help with that, there are various abilities to summon them faster, such as the counter Loyal Friends, which will trigger on any offensive action taken on the caster by summoning a random pet, thus helping the character bring out 3 pets faster than normal.
The Beastmaster has 2 powerful passives, one which restores MP for each buff/debuff/pet that wears off or is dismissed/dispelled from the character, helping them build MP faster as they use their pets (or through buffs/debuffs removal).
Their second passive is called Rampart, and it creates a "zone of control" around the unit, preventing any enemies from moving further once they move to an "adjacent tile" to the character. They'll only be able to walk past that tile on the next turn. Here, Reiner can't walk past the unit with Rampart, as the shortest path is blocked by Rampart and he doesn't have enough movement to go fully around.
With all these tools at their disposal, we expect the Beastmaster will quickly become a fan favorite!
Let us know what you think! And as always, thanks for the support!
Lastly, we hope everyone stays safe during these difficult times >.<
Missions and Monsters DLC - Monster Customization Done!
Hello everyone!
For this week's update, we have a bit of eye candy for the most part: we finished the monster customization menu and we're happy to showcase it in action! You can create some pretty crazy looking monsters with this!
For anyone paying attention, we ended up changing the design of it a little bit from the original sketch. You can now select up to 8 different monster variant visual effects (and 2 special added effects) and a custom portrait selected from any of the monster's portraits, the "unknown" portrait and player imported portraits.
Other than that, the Beastmaster class is almost completed. We're wrapping the last details today, and we'll focus on it in the next update. It's a MASSIVE class, with a total of 24 abilities in total (1 counter, 2 passives, 21 actives)! We'll have all the details on it next time.
Thanks again to everyone for the support, we appreciate it! :)
Missions and Monsters DLC - Monster Variants In-Depth
Hello everyone!
Today, we'll go into the details of the Monster Variants system that we briefly covered a few weeks ago.
Quick Recap:
In Missions and Monsters, the player will be able to recruit monster units, either from Taming them (with the new Wrangler class), or by earning them as rewards from various Missions.
Monsters behave a little differently than humans: they can't change their "monster class", such as being a Vangal, an Ercinee or a Daodrenner. Instead, they have access to mini-classes called Variants. Each monster can use 2 such variants on top of their basic monster class (for a total of 3 classes equipped). They can set up a primary Variant and a secondary Variant. It's easy to think of them as a main class and a sub class for the most part. Monsters gain access to the active ability sets from their equipped variants on top of their monster ability set and they'll automatically use any known passives tied to the variants they're using, thus equipping up to 6 passives in total.
Thus, monsters gain access to more passives at a time, but have a little less flexibility when picking them. They also gain access to more sets of abilities (3 rather than 2), but those sets have fewer abilities than human sets would have. All in all, they have their own strengths and weaknesses and should prove to be quite an interesting addition to a player's arsenal.
In-depth overview:
Monsters need to use AP to unlock abilities from their class and variants, just like humans. Since a monster's base class can't be changed ever, learning everything on it is somewhat quick, so we're keeping things simple and awarding AP to both their monster class and their primary variant at the same time. It's also worth noting that when taming a monster, they will come knowing all the skills they knew when you tamed them, meaning quite often their monster class will start almost maxed (or fully maxed if recruiting a Tier 3 monster), so the real use of AP lies in the Variants.
New Variants can be learned in many different ways: through missions, by using special badges, and by learning enough abilities from other Variants (so, all in all, a similar way to humans). Variants (and base monster classes) will work with the Vicarious AP system to help the player train all their monstrous forces.
When it comes to stats, monsters have fixed stats that depend on their monster class (and tier). Thus, their stats will always be the same for 2 monsters of the same type (assuming they are currently using the same primary variant, more on that in a bit). All monsters in Fell Seal have 3 different tiers (such as Vangal, Komainu and Gyaum), and each tier confers higher stats and sometimes improved resistances and such. A monster's skill tree has 2 "Tier Up" nodes that can be purchased and will increase the monster's tier, resulting in higher stats, etc:
The Primary Variant is more or less treated like a human's main class. The monster will gain AP for that Variant. The 2nd Variant behaves like a sub class, meaning the monster won't be gaining AP for it, but will gain access to its active abilities, and passives.
The primary Variant isn't just about gaining AP though, as it also influences the monster's stats. The primary Variant has an effect on the monster's base stats, immunities, elemental resistances, movement, jump, flight, swimming, etc.
For example, using Fire Drake as a primary variant will grant a %-based bonus to atk, mnd, def, res, a bonus to Fire and earth resistances, and a malus to water resistance. The Aerial variant grants Flying, a small evasion boost, earth resistance, and weakness to thunder, etc.
Each variant has different modifications; some are pretty small and others a little bigger, depending on various factors.
The primary variant can be selected from the Class wheel and will show the resulting stats and the bonuses granted, showing exactly how the primary variant will change things (that screen isn't finished, so we don't have a screenshot ready quite yet!)
Visuals:
As usual, we're all about giving the player options, so we're adding visual customization to the monsters. By default, recruited monsters have "automated" visuals that will show specific "accessories" representing their 2 equipped variants and show the base monster sprite representing their monster tier. This is how enemy monsters behave. (Mystic/Clockwork Kawa)
Using the character customization screen, the player can select a color for the monster from the 3 tier sprites the monster has, rather than using the color of their current tier. They can also opt to select any number of variant accessories to create their monster's look, rather than use those tied to their equipped variants.
There's a lot to talk about when it comes to monster variants, but hopefully we haven't forgotten anything! Let us know if you have any questions or comments, and thanks again for the support!