Been a bit since I've done one of these. -Doubled the rate at which the Tiny Golin encounter appears. -Fixed Arcanist's abbreviation being AR instead of AC. -Fixed a bug where you could leave the class advancement menu when using one of the NG+ options and mess various things up. -Changed a few formations involving frog enemies so as to prevent potential locks. -Took out a development-related NPC from Cephi Palace. -Fixed a minor spelling mistake in one of the on-load texts. -Fixed two lingering issues with the class up screen: -Paging down to the cancel menu option should no longer carry the details of the last class you picked. -Selecting the first menu option of the second class change menu while the guardian class data hasn't been found should no longer show you Arcanist data. -Added an NPC to Mol Central. -Fixed an encounter space on the overworld being placed incorrectly. -Fixed an issue where the GM Nid fight could potentially mess up its timeout. -Fixed an issue where you could do the Blade Mk3 fight an unlimited amount of times. -Fixed some grammatical errors in a few textboxes. -Fixed a minor spelling mistake. -Fixed some water currents in the Cave of Shaon not working correctly. -Changed the door warps in Garm Palace so that a certain scene couldn't be missed. -Fixed a tag not being set in the plot jump menu. -Fixed a bug where certain encounters couldn't show up in a certain area. -...and also fixed an issue where an enemy was showing up where it shouldn't be. -Fixed another off-by-one error that resulted in an enemy formation showing up when it shouldn't. -Fixed a walkability issue in the Ice Cave. -Fixed an issue where the encounters in one part of the Ice Cave were completely replaced upon a certain event occurring, instead of merely partially being replaced. -Changed the total enemy count in the secret records room from 512 to 508. -Fixed an issue where the plot jump menu didn't give you the Full Key. -Fixed an issue where the scene at the start of the ice cave played when it shouldn't when using the plot jump menu. -The Ether Jack is now a Beast/Animus, as intended. -Fixed a few Annihilator skills not having the correct costs. -Fixed DEF Burn showing a number when it shouldn't. -Fixed the Advance Add-On raising DEF/SDF buffs/debuffs instead of ATK/SKL ones. -Hopefully fixed grey portraits from potentially being messed up. -Fixed Myriadcut's attacks having the normal attack's chance of becoming a critical hit attack instead [and by extension stopping the chain] -Fixed a few enemies not showing text when scanned. -Manta's first bestiary entry now properly shows his two forms. -Fixed an issue where a certain area of the overworld was unwalkable before the point where that would make sense. -Reverted SDL2.dll to a version that doesn't mess up the textbox sound effect. -Fixed an issue where some events in the Ice Cave played when they shouldn't in a NG+ save. -Fixed a wall in the Cave of Shaon being walkable when it shouldn't have been. -Fixed the first bit Overexert showing damage numbers when it shouldn't be. -Added an NPC to Asce. -Fixed an inccorect nameplate on a textbox. -Changed some tiles in the extra dungeon. -Very Hard and Unreasonable no longer lower ACC and EVA [difficulties below Hard still raise them] -Fixed some tiles in Garm Palace being walkable when they shouldn't be. -Removed some foemap tiles from the Devil's Castle, so as to prevent awkward cutscene triggering happening. -Gave a few enemies that should have had poison immunity it.
-Fixed the battle text when using SPD Wave. -Fixed Sage having an unranked proficiency for one type of armor. -Fixed some walkability issues in the Binding Mines. -Fixed one half of the exit to the Lunate Ruins instead sending you deeper into the dungeon. -Added a hint to a key item in the Lunate Ruins. -Fixed an incorrect line of text in the intro dungeon. -Fixed being able to access the Mol weapon shop where you shouldn't. -Made it so that one of the boulder puzzles in the Devil's Castle couldn't softlock you [or, rather, had it detect when you'd stuck yourself in there and offer a reset]. -Fixed an improperly set line of dialogue. -Fixed an issue where tags related to Ame/the Ice Cave weren't being set properly thorugh the plot jump menu. -Made some early game enemies a bit more difficult; -Increased False Goenna's ATK. -Increased the SPD of Swan of Sonne. -Increased Earth Light's SKL slightly. -Henge Ward can now use Fere. -Increased Biter Thorn's ATK slightly. -Fixed a softlock that can occur in Ame after talking to the elder the first time.
-Changed around the foemap in the Cephi Palace so that doing the puzzle in its first half should be a lot more manageable. -Gave Shred a sound effect. -Fixed an issue with Drain where the second part of it wasn't working properly. -Fixed some walkability issues in Apargi Cavern. -Fixed the ending save prompt having a hard-to-see selection box. -Added another NPC to the Silver Fens. -Fixed an issue where you could use an exit item in certain areas of the Silver Fens and end up in a part of the overworld you shouldn't be in. -Added an option to toggle the flashing of selected menu items. Going to be away for the next week, so don't expect updates nearly as frequently as I've been making them over the past few months.
Not nearly as many as last time: -Added another NPC to Cephi Palace. -Removed the flashing when selecting text. -Changed where the on-loss return point is after clearing the Palace of Io. -Added an NPC to Io where there should've been one. -Fixed the special ability of Defenders and Guardians not cancelling when their attacks are backed out of. -Modified two text boxes. -The world map menu should now highlight the selected menu item. -You'll now get the Luminous Cavern marked on your map when the time comes to go there. -Did some behind-the-scenes fixing up of stuff that hopefully shouldn't affect anything. -Fixed an issue with an Abyssal Tower map where you could get fall down a pit and get stuck.
I've been putting changes and bugfixes in the readme file that's stuffed away with the rest of the game files, but I'm realizing that maybe that's not ideal. I'm still going to do it that way, but for thoroughness I'll probably be putting notes of what I've fixed up here, on a weekly basis or whatever. So here's those notes: -Fixed an issue where the party member-choosing part of the skill menu incorrectly colored in boxes when selected and then moved away from. -Changed how the post-Henge scene in Accoruna worked to avoid the potential of two scripts triggering simultaneously. -Made a slight change to the first Silver Fens map. -Zeus Gels can now only use Bowl Over when alone or at low HP, and have the Pacer Add-on as their rare drop instead of Pile II. -Fixed a potential lock after the Manta/Liss battle in Io. -Fixed the wallmap being incorrect in one part of the Apargi Cavern. -Fixed a door warp not working correctly past a certain point in the Apargi airship hangar. -The Pacer,Lamp, and Gold Add-Ons now completely nullify their associated status effects. -Copper, Pacer, and Lamp Add-Ons can now be bought in one of the Bind equipment shops. -The fourth tier of healing items can now be bought in Apargi/Asce/Bind. -Fixed a walkability issue in Mappore. -Gave an NPC in the House of Winter things to say in the endgame. -Added a togglable option to show drop rates for enemies. -Battle backgrounds now fully extend to the edges of the screen. -Gave many Survey items to enemies that didn't have them. -Changelin should now [hopefully] give you multiple copies of it. -The maximum number of skills you can learn on one character is now 48. There's still issues regarding learning skills if you reach this, but if you *do* reach this I don't think you need to learn any more skills anyway. -The suit key item now appears, and has somewhat of a use now. -The Onyx Add-On now properly shows up in the equipment menu. -Made Wire Drake immune to poison. -Fixed a display issue on the equipment screen involving HP/SP when playing on difficulties that weren't hard mode. -Fixed a potential lock caused by going into a special screen on the system menu, then using the cancel option. -Gave Neg. K a unique attack animation. -Did some slight edits to the Luminous Cave and Remote Colony maps. -Fixed a scene in the Plateau Cave that could trigger multiple times. -Clearwell now properly applies regen to its target. -The Nihil claw now only hits once. -You can't get to the extra dungeon way before you should be able to anymore. -Waki should now count as a light-element skill for the purpose of Elementalists learning Lux Nail. -Added another book in Naus. -Fixed a display issue in the Equip menu where physical and ether resistances were swapped around. -Fixed an issue with certain skills not updating properly when in skill slot 0. -Fixed some more walkability issues. -Fixed a few door links. -Fixed a mute NPC. -Fixed a few things regarding the gameplay stats screen you can access in Garm. -Added a catch to prevent leveling beyond level 99 and the problems that causes. -Gave Pacts their own equipment type symbol. -Added a catch for if a file was loaded when an N/A item had somehow made its way into the inventory. -Changed around two bestiary entries. -Added another book to the library in Low Garm. -Fixed the dismissal desk showing the base class of party members instead of their current class. -Changed the enemy positions in the Myriad encounter so that overlaps shouldn't occur. -Fixed some walkability issues in Apargi Cavern and the Seasons Garden. -Also fixed two doors pointing to the wrong places in the Seasons Garden. -Fixed an incorrect portrait in a textbox. -Fie has some more stuff to say after certain plot events. -Hopefully fixed what was causing the Changelin bug, again. -Fixed another walkability issue in the Luminous Cavern. -Fixed a few things pertaining to Bran Myr and the Fire Gate. -Fixed a bug involving the skill menu and empty party slots. -Fixed the Branch rod not having an attack set. -Fixed Locus Stone's bestiary description being too long. -Fixed the zodiac weapons not having a certain boost to their stats. -Added some further checks for if null items have made it into your inventory. -Fixed an issue when interacting with one of the NPCs in Ame. -Added some shortcuts to Cephi Palace. -Added some extra treasure to Crossroads Mountain and the Binding Mines. -Hopefully fixed on-field enemies sometimes being able to start an encounter with you while switching certain menus. -Fixed getting the reward from monster chests despite losing the fight. -Fixed Half not appearing the bestiary when it should. -Fixed some walkability issues in the second-to-last map. -Added a catch so that part of the true final boss is a bit more reasonable. -Fixed the spellings of Gungnir. -Added a sound effect to Challenger's opening attack. -Hopefully fixed a bug in which the ending didn't reset the game afterwards in some situations. -Sound effect volume should now be saved. -Arcanist now has an A rank proficiency in bows and a B rank proficiency in heavy bows. -Patch Up Wide X now recovers HP based on the user's RCV stat. -The Albolt skill family is now included in the skills counted as Lux-element when determining Elementalist skills learned. -Fixed an issue with the Infiltrator sidequest. -Added two shields to be collected in the Abyssal Tower. -Fixed an NPC's line in Apargi. -Fixed a certain battle not ending when it should. -Formalhaut now has the correct counter. -Added a proper wrecked ship graphic for the Wrecked Ship. -Fixed up some issues regarding the Delta Ice's bestiary entry. -Gave the true final dungeon a proper marker on the world map. -Fixed an incorrect nametag in one of the Lunate Ruins scenes. -Fixed Cure Lamp's missing bestiary description. -Fixed an incorrect color in the grey walkset palette. -Fixed some walkability areas in Bran Myr Cave, Shaon, and the extra dungeon. -Fixed a walkability issue in Breaker Tower. -Added a much more direct hint as to where you can get your final class change. -Changed up the Tierless new game option so that new party members can start with higher-tier classes as well. -Fixed the Mode Station ticket operator repeating their lines after a certain point. -Fixed Philemon not saying anything if you haven't done anything regarding their sidequest. -Fixed a missing tile in the Lunate Ruins. -Fixed the fight at the top of the Abyssal Tower being repeatable even if you won. -Fixed History Eater's scan info. -A certain NPC in Cephi Palace now takes longer to appear. -Added train graphics on the overworld in most instances of you taking one. -Moved the piece of paper that tells you where a certain cave is to a more appropriate location within Garm Palace. -Added a class change NPC to Naus. -The plot jump menu now also sets your warp-on-loss location, as opposed to defaulting to Letegarme. -Slightly changed the description on Manta's counterattack in his first battle. -The book on Samurai stances in Apargi now gives proper percentages for the stat setting. -Edited the confirm sound effect to be much more muffled. -Fixed a bug that prevented you from using healing skills from party members in reserve in certain situations. -The treasure chest name/description popup won't continue past the top of the screen in situations where it previously could. -Changed a word in one of the opening textboxes. -Added a few dubuff items to the rewards of enemies in the Tower of Babel. -Fixed an errant tag preventing the Bran Myr NPCs from appearing. -Mucked around with a bunch of enemy resistances again. -There's now signs on both sides of Lake Hez. -Equipping a lamp lights up the dark rooms in the Luminous Cavern. -Gave two pistols that had poor damage multipliers better damage formulas. -Fixed a bug involving the recruitment menu screen while on text speed 5. -Fixed an issue involving getting warped away by the Silver Fens fog whilst engaging in battle. -Fixed an issue involving the Silver Fens fog and getting into a battle while the fog is receding. -Fixed some walls not existing in the bottom part of the Great Library of Demod. -Made some changes to the Accoruna researcher sidequest's text that should hopefully clarify a thing or two. -Added a basic map to find in Cephi Palace. -Fixed a wall in Bind. -Fixed a misplaced exit in Asce. -Fixed the Victor sword not having a properly defined attack. -Fixed some walkability issues in the Abyssal Tower. -Fixed a walkability issues in the Place of Evocation. -Fixed a bug where you could fall into a wall and softlock in Garm. -Fixed an issue with being able to purchase 99 of the first and last item in a shop that's using Garms currency. -Maybe??? Fixed a bug with Mutual Fire. -Fixed an incorrectly placed exit in the fens portion of the extra dungeon. -Redid the color-fading script to prevent issues with NPCs that use the grey palette not fading out when they should be. -Changed the pre-Blocker text. -Slightly changed the box edge colors, hopefully in a way that doesn't come back to bite me later. -Fixed the Calls spear not being equippable. -R.Break should have actual stats now. -C.Core and R.Core should also have actual stats now. -5 Glories should have its proper SP cost in the Skills menu. -Fixed a walkability issue in the Cave of Shaon. -Alagill should now raise party SPD by 90% as originally intended. -Gave better Bow/Heavy Bow proficiencies to a few T5 classes. -Fixed Heavy Survey having an additional SP cost on the DEF-lowering part, and also slightly changed how that DEF lowering worked. -Fixed up a few skill descriptions. -Gale w now does 2x SKL damage as advertised. -Added a logbook to a lower part of Garm Palace. -Reverted part of the Heavy Survey changes I made earlier. -Hopefully fixed an issue where exiting the Ginnugap immediately after boarding it from Garm Palace put you on water. -Fixed an issue where the top of the Abyssal Tower was inaccessible after seeing an ending there once. -Edited the Cephi Palace map to be a bit more useful. -Changed how items are sorted in the inventory.
Had some complaints about Cephi Palace being a bit annoying to go through, so I went and added in a way to quickly get from one side of the dungeon to the other.
There's now a togglable option to show drop rates in the bestiary.
Without:
With:
While doing things related to this I also realized that more enemies should have worthwhile survey items [or any survey items at all], so expect an update soon that addresses that.
[strike]Namely, they're not quite working at the moment. I'll try and get them up and running soon, at which point most of the ones that would've been obtained should pop up properly. [/strike] EDIT: Okay, figured out what was wrong with them and hopefully resolved the issue.
False Skies
Feenicks
Feenicks
2022-11-30
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 8
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(67 reviews)
https://store.steampowered.com/app/1830040 
It has been 2000 years since the stars fell from the night sky.
To see them in this place... what does this mean for us?
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The throne room of a long-forgotten ruin lies ransacked. Communication is lost, monsters run rampant across the land, and ships that leave the safety of the shore are quickly sunk. And among all this, rumors of a group of strange horned people, hailing from a city that vanished millennia ago, are quickly spreading...
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False Skies is a classic RPG with fast-paced, turn-based battles and an involved class system.
Features:
- Create a party with any combination of 8 distinct classes.
- ...and, when the time comes, layer on new classes! Each of the four tiers has its own set of 8 classes to choose from, with no restrictions on what classes can be chosen.
- No equipment restrictions! Go put that sword on your mage - but be aware that it might not be the best idea to do so.
- Explore well over a dozen dungeons, encounter over 300 types of enemies, and associate with a varied cast of characters as you travel the world.
- Enjoy many quality of life features, such as reduced penalties for falling in battle and obsolete skills being replaced.
The Battle System
False Skies employs a simple, traditional, and fast battle system. With clever and effective skill selection, your foes shall fall fast - but you'll sustain heavy damage in return if you're not careful, especially if you hit with attacks that are readily countered by whatever you're facing.
The Class System
At certain points throughout your journey, you'll get the chance for your party members to change class. Each class comes with its own unique traits, whether it be what skills they learn, how strong their stat growths are, or equipment they can use effectively. Furthermore, each new class layers onto your older ones, with your party members keeping all their old skills and stats intact.
While a few classes will be available for you to change into immediately, data on most of them are scattered around the world. Go off the beaten path, and you shall be rewarded...
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