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Hello, I am back with a deceptively large update. I want to highlight some of the changes coming in this update. -New Stage Title Cards There are some cool new graphics whenever you start a stage. This is for Stages 1-10 and a few post-game areas. -Mini-Vendors New vendors have popped up in almost every town. They sell unique consumable items. The vending machine in Zeta has been changed to a Mini-Vendor to reflect this. Some of them sell powerful items at a limited stock. -Stop Gap has been reworked into Avalanche The Defence skill, Stop Gap was not very powerful, often relying on the opponent to be hyped to do decent damage. Avalanche is mostly the same with a few exceptions. It hits 1-4 times and only hits all enemies at full Hype instead of any amount of hype. Also Evoke has been removed from it, but in its place, upgrading Defence will reduce the mana cost up to -3. This is to be consistent with the other skills, which have three parameters being changed upon upgrade. Overall the skill is much stronger and if you're lucky can even clear mobs as fast or faster than Wave Slash. -Level Up Skill bug fixed + Reworks + Ploys The Level Up skill system had a bug since launch that wouldn't allow more than a line of text when viewing skills. This made some skills laughably esoteric (Looking at you Double Trouble.) The bug has been fixed, and the descriptions are much more... descriptive. In addition, many level-up skills have been given a second look and some have been flat-out replaced. New skills such as Fire Pledge, Attack Hex, and Frost Ploy can now be learned. This segways into a change I made regarding Hexes and Ploys. They now affect all enemies (that aren't immune to those statuses. Sorry no Auto-Freezing bosses). The trade-off is that Poison Ploy only lasts 2 turns (A normal poison lasts 4) and Frost Ploy lasts only 1 turn (a normal freeze lasts 2.) There are a couple of surprises here so I recommend checking them out! -Cutscene Clean Up A few cutscenes have new sprites and animations that weren't there before. Upon rewatching some of them I felt that they were unclear or awkward, and for others, I wanted to land an emotional moment. Lunez now has an animation upon recruiting him (To mirror Edgar and Chase) but that's the only one I'll mention directly. -Sho Studios and Vo(u)lward The Sho Studios map has been updated to look a bit neater. You can also now go to the bottom floor, which was always intended but it was something I never got around to. Oops. Also to get to the bottom floor you need a card key... whatever that means. Volward had some visual updates to its map. Volward looks pretty similar between the 3-4 screens it occupies. It caused some people to get lost pretty easily. It was never for long but it was enough for me to make an effort to update its visuals. -Madness Mode (Partially implemented) A difficulty higher than Hard has appeared (or has it?) It remains locked behind normal gameplay but with the help of a certain computer in the post-game [spoiler]or defeating Aquarius[/spoiler], you can unlock Madness as a choice for difficulty. Currently, it only goes up to Chapter 1. Are you up for the challenge? -Back to four Party members. You'll need them. -Allies do not have body armor. Enemies always have body armor. -If an enemy is Hyped, they will have two actions. (This only works on enemies with 1 action.) -+100 to Attack, Intelligence, Agility, and Luck -New Boss moves for the Four bosses that appear in the Prologue and Chapter 1. When I first made Dyztopia, it didn't have a difficulty selection but I always suggested NOT taking Body Armor (which was optional at the time) as the unofficial Hard Mode. That was a very long time ago and the game was balanced with the players having Body Armor at all times, so taking that away really mixes things up. . There might be plans to revisit Madness to make it a proper difficulty, but that would require much testing and take time away from the sequel.
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