New Features: Some common enemies can now transform on death.
Balancing: Increased Violet's stats by 10%. Increased damage of tier 0 spells by 10%. Reduced final multiplier of light spells by 20%. Reduced defense aspect of gravity spells by 20%. Reduced realism shard costs for candy boxes by 10%. Increased realism shard costs for single piece candies by 20-25%. AP Souls now give +5 instead of +3. NG+ now has a small effect on store level.
Misc: Fixed candy boxes that were not working. Fixed infinity potions from crashing game. Fixed NG+ talents that were not transferring over.
8.0.1 Hotfix
6/20/2023
v8.0.1 Hotfix
New Features: If 200 generic books are read, then Violet will say a random line and move on. (doubled knowledge from reading generic books) (this doesn't apply to all generic books) (previous saves begin at 0 books on this concept)
Balancing: Greatly increased damage multiplier of cannons. Reduced starting damage of Ghost Ship. Reduced base damage of cannons. (these 3 changes combined give more purpose to leveling ghost ship) Further increased population growth rate for each NG+ from triple to quadruple. Futher increased Hotel growth rate for each NG+ from triple to quadruple. Futher increased Golem growth rate for each NG+ from triple to quintuple. Futher increased Ghost Ship growth rate for each NG+ from quadruple to quintuple.
Misc: Due to NG+ bugs, all previous NG+ saves will receive +5 tech levels, +10 charisma, and +15 knowledge per NG+. Fixed bank accounts being deleted on NG+. Fixed ghost ship construction bonus for NG+. Placed fail safes for ghost ship and academia progress. Placed a fail safe on NG+ amount. (NG+2 and NG+3 are available no matter what) (still don't know what the original cause was) (hopefully this fixes a population issue regarding NG+) Fixed bar audio in Southern Undercity. Fixed Seed of Life interaction in Buried Ritual. Slightly improved graphics to basic ice spell.
8.0 Year 8
6/14/2023
v8.0 Year 8
New Features: Improved various graphics. Improved various sound effects.
Misc: Slightly improved prologue.
7.2.2 Hotfix
5/28/2023
7.2.2 Hotfix
New Features: Created animations for Prepare spells. Improved animations for various spells. Added 10 new monsters throughout game. Replaced Omen with a new super boss. Cosmic Keys added to loot tables. (these are extremely rare and currently have no use) Two new items can now be crafted by the PoM inside of the Hotel.
Balancing: Wet status now lasts 10 turns instead of 5. Wet status is no longer removed after combat.
Misc: NG+ is temporarily infinite. (this was done to find the source of a bug) Aiming is now removed after combat. Fixed a few resistances on various enemies. Fixed NG+ not giving proper AP on skill reset. Fixed PoM located in last level.
7.2.1 Misc
5/21/2023
7.2.1 Misc
Misc: Fixed memory scene. Fixed a few instances of Alex talking while not in party. Fixed mace formulas. (skills that bypassed a portion of the target's defense, now properly do so) Fixed text for Mass Cadium.
Musics
*a massive blood portal floats above an arbys at 2am*
*a man falls out of it and lands on top of a mass shooter*
Evening humans and non-humans! I has come to show you the music make for the game make! Praise be to the altar.
*begins mass shooting the shooter*
These frequencies vibrate with multiple intentions! Some are practical, some are vain, and some are just me fucking around!
The musics can be found at here: https://soundcloud.com/leif-ian-anderson
Also, the musics can be used by anyone for anything, cause I don't give a fuck about property of the mind! Steal it all! Steal everything!
Good day humans and non-humans, and power to the game make.
7.2 Ceiling and Spacing
2/5/2023 7.2 Ceiling and Spacing
New Features: Added a few side quests to Undercity. Violet's knowledge and charisma can now be seen at the waypoint area. Slightly more knowledge and charisma based dialog added throughout game. Ceiling and Spacing systems added. (all maps are flagged as low, tall, or having no ceiling, as well as having narrow, normal, or wide spacing) (an open field is flagged as having no ceiling with wide spacing, while a typical house is flagged as having a short ceiling with narrow spacing) (effects do not occur until battle)
No Ceiling = Default. Tall Ceiling = Flying units receive a debuff, and temperature, humidity, and clutter effects are doubled. Short Ceiling = Flying units receive a debuff, and temperature, humidity, and clutter effects are tripled.
Wide Spacing = Default. Normal Spacing = -10% Evasion, and clutter effects are doubled. Narrow Spacing = -20% Evasion, and clutter effects are tripled.
Balancing: Reduced stamina costs to lower tier weapon skills. Halved base stamina regen. Increased difficulty of Red Temple by 10%.
Misc: Created new song for new side area. (praise be to the green rock) Fixed infinite hiring of Hotel workers. Deleted about 20 unused maps.
7.1.3 Improved Walls and Psychology
8/7/2022 7.1.3 Improved Walls and Psychology
New Features: Added Stadium Exterior to Undercity. Player's faces now change based on fear levels. Improved clutter system. (low clutter now quickly reverts back to opening battle's default amount if clutter is below the opening battle's default amount) (game areas that have tight hallways and/or lots of random objects will one day have a higher default amount of clutter) The more clutter temporarily goes into the negative, the more walls get removed. (ice being the weakest and metal being the most resilient, followed by earth and carbon) (staff walls can never be removed in this manner) (old information note, clutter comes in 3 tiers, and each tier lowers knockdown and stagger resistance by 25%, and evasion and hit chance by 10%) Carbon walls now moderately increase clutter and slightly increase humidity. (temperature is also slightly increased if temperature is below warm or slightly decreased if temperature is extremely hot) Most walls will no longer affect allies with foray. Using Reposition now grants the walls on their side. Entering foray now removes most walls on yourself. High clutter now doubles the chance to be buried. Flanking is now in. (if at least one unit on side A has foray, then all units on side B without foray lose 25% evasion, take 12.5% piercing additional piercing damage, and will lose all of their stationary walls) (structures, mobile walls, and stances don't get removed in this manner) (the flanking status is hidden) Updated wall descriptions:
Wall: Removed from being flanked? Yes. Immune to hidden flank status effect? No. Effects those with foray? No.
Mobile Wall: Removed from being flanked? No. Immune to hidden flank status effect? 50% resistance. Effects those with foray? Yes.
Structure: Removed from being flanked? No. Immune to hidden flank status effect? 50% resistance. Effects those with foray? No.
Obscure: Removed from being flanked? No. Immune to hidden flank status effect? 50% resistance. Effects those with foray? Yes.
Stance: Removed from being flanked? No. Immune to hidden flank status effect? No. Effects those with foray? Yes. (characters can only have one stance at time)
Balancing: Increased player health by 50%. Reduced natural health regen from 5% to 2.5%. Foray now increases piercing damage dealt by 12.5%. Foray now increases piercing damage received by 12.5%. Foray now increases fire and ice damage dealt by 12.5%. Foray now increases earth and wind damage dealt by 12.5%. Foray now increases luck by 25%. Redesigned all walls. Increased duration of most walls by 1-3 turns. Doubled cooldowns to all walls. Most walls now give hidden wind resistance. (if the wall would logically block wind, then the wall reduces wind damage taken by 20-70%) Earth walls now reduce lightning damage instead of earth. Metal walls (except for spiked pits) now increase lightning damage taken by 20-100%. Most walls and structures now lower chance to hit by 10%. Walls and Structures now increase evasion by 5-20%. Walls now increase chance to be buried by 5-50%. Structures now increase chance to be buried by 50-300%. Redesigned AoE wind spells to use dexterity. Lowered damage and knockdown chance of single target wind spells by 10-20%. Doubled clutter removal for fire skills. (these were extremely low) Increased requirement for tier 1 clutter by 50%. Burning characters attributes to environmental visibility. Smoke, Storm, and Shadow Armor now obscure enemy vision. Increased damage of Storm from 100% DoT to 125% DoT. Increased psychology weight of current health for players. Increased psychology weight of current health for enemies. Increased psychology weight of dead players. (amelia being down affects players the most, with ghost being down affects players the least) Increased psychology weight of poisoned players. Darkness levels now affect psychology. Increased overall psychology strength for players by 10%.
Misc: Fixed environmental effects for ice, earth, water, darkness, metal, and carbon skills. Renamed some wall spells.
7.1.2 Memory Removal and Hotfix
7/27/2022 7.1.2 Memory Removal and Hotfix
New Features: AP Souls can now be crafted at the blacksmith.
Balancing: Tripled AP given by AP souls. (not retroactive, so previous saves received +10ap) Tech now greatly reduces respec cost. (went from divided by to square root) Scholar now also gives +10ap. Doctor now gives +50ap instead of pharmacology. (due to potion changes, this stat is now borderline non-existent and will thus need to be changed or removed entirely) Greatly increased amount of ghosts that can be assigned to most jobs. Doubled weight of crime on bank interest rate. Bank interest rate now accumulates 50% slower. Increased penalty for giant bank accounts. (maximum penalty is now a multiplicative of -75% the rate instead of a multiplicative of -50%)
Misc: Removed chapter names. Removed memory system from the game. (this practical feature found in most games was added in reluctantly) (memory removal is only removed on new playthroughs) Fixed damage formula for wind's high tier AoE spells. Fixed AP bug for new playthroughs that skipped prologue. Fixed Erudition exploit with respecing. (lost the skill, but kept the effect) Renamed Doctor to Doctorate.
7.1.1 Improved Healing
7/26/2022 7.1.1 Improved Healing
Balancing: Adjusted elemental weakness and resistance. (expect less extreme numbers) Redesigned escape formula. (chance to escape is now 25% * party's average agility / enemy's average agility + 25%) Further increased knockdown, stagger, and flinch resistance when enemies use "get up". (get up bonuses now diminish over 5 turns instead of just abruptly ending at 3 turns) Removed innate counter increase from high poise. (poise is dex / def) (each tier increases knockdown, stagger, flinch and stun resistance by 25%, but lowers accuracy and evasion by 10%, and stamina regen by 5%) (max is 3 tiers at 2, 5, and 10 times the amount defense over dexterity) Increased healing effect of Angry Monster by 20%. Angry monster now increases damage taken by 25%. Doubled the strength of White Wind. Lightning's Storm skill now lowers visibility. Redesigned Healing for Fire Magic. (formulas are now based on target's spirit instead of caster's spirit) Redesigned ice's Divine Soul. (spell is now called stasis, is cast on one ally, prevents all damage taken by 99%, increases mana regen by 10%, doubles healing received, but stuns the target for 3 turns) Moved Frozen Angel to Mass Frozen Angel. (same effect, but heal is stronger) Old Frozen Angel is now Mass Stasis. Redesigned all ice heals to be based on caster's current mana. Wind's Status Protect now lasts 7 turns instead of 5. Improved lightning's Recharge Life from x6 of target's current MP to x8. Increased HoT of Fire Mending from 25% to 30%. Increased strength of holy heals by 10-25%. Increased strength of psychic heals by 50%. Increased strength of metal heals by 50%. Increased strength of gravity heals by 35-50%. Doubled HoT of thread heals. Consume now causes foray to the user.