The Crafting update is now live!
You will notice that enemy creatures can sometimes drop loot...
These are the materials you'll be able to use for Crafting. Note that you will only receive the materials in the following round of combat. This is because of how the game autosaves. So, when a save occurs, any pending materials are then transferred to your account and accessible from the crafting menu.
To access the Crafting menu, first you have to go to the Deck Editor:
1) Click the deck on the bottom-right corner of the game's Main Menu.
Or press Right on controller / keyboard.
2) Select the Anvil icon below the character thumbnail at the top-left of the Deck Editor screen.
Note that the Recipes tab will show you any Recipes you've unlocked. The bosses of each of the Acts has a chance to drop a Recipe associated with that Act. However, feel free to try to discover the recipes on your own by tossing different ingredients and crafting. The game will remember your failed attempts, and you can't fail the same way twice.
For now, there are 2 new Knight memories and 2 new Fire memories to craft. Each character will eventually have (at least) 2 craftable memories per Act. The same goes for each of the four elements.
December 6th, 2020 - Patch Notes
-Added Crafting system to the game. -Players can no longer Continue Game after reaching the end of the build. This is to prevent exploits with the new Crafting system. -Fixed a bug where 'Discount' status effect wasn't being detected in the handler that determines if a memory can be used. -Fixed a bug where quitting game at Victory screen would cause a crash when trying to Continue Game. -Fixed a display bug where certain memories in hand would not refresh their text data on the same turn the data was changed. -Rarities have been added to each of the memories in the game. Rarities are tied to memory shop costs. -All memories now have a visual indicator for rarity (Common/White, Uncommon/Green, Rare/Blue, Epic/Purple, Legendary/Gold). -Switching Gears now costs 75 energy in shop (down from 200). -Remembrance now costs 75 energy in shop (down from 175). -Flickering now costs 90 energy in shop (down from 125). -Defensive Stance now costs 90 energy in shop (down from 125). -Added 2 new craftable memories for the Fire element (one is Knight-only). -Added 2 new craftable memories for the Knight class. -Added new Status Effect: Fire Shield -Consolidated all Thorns-type effects under a single handler. -Upgrading 'Ignition' now lowers mana cost to 1 (down from 2). -Upgrading 'Combustion' now raises damage as well as lowers mana cost (used to only lower mana cost). -'Flaming Sword' status effect no longer applies fire-type nor extra damage to shield-only attack memories. Tooltip info has been adjusted. -It's no longer possible to use memories that consume Block if the player has no Block. -Added controller recommendation at Start menu. -Added new 'Static' parameter to memories data that prevents player sprite from moving during certain memory-based animations. -Hearts that spawn when enemies take damage are now limited to 10 (down from actual damage amount). -Added the attack threshold to the new Status Effects screen for one of Act 1 Boss's status effects.
Another Things to Note
In this update, memories now have Rarity. Look at the top of each memory and you'll see a colored orb that indicates the rarity. As in other games, White = Common, Green = Uncommon, Blue = Rare, Purple = Epic, Yellow = Legendary. As of this update, there are 10 commons, 8 uncommons, 7 rares, 5 epics, and 4 legendaries. Note that four of these are the new crafted memories, one of each rarity (excluding common).
Known Issue(s)
We're aware of a bit of lag right before a Medal is going to appear on the screen. This will be solved with optimization in an upcoming update.
What is Next?
We mentioned Encounters a few weeks ago as being the next update. This is already in the works. To us, the Encounters update is one of the most important updates for Anamnesis, because it's going to add a mechanic that will immensely improve replayability for the game. Right now, between combat rounds you have options to do other things (Shop, Treasure, Event, Camp). Encounters is going to change the pace mid-combat between waves. So, instead of enemies always appearing in the next wave, you will sometimes run into an Encounter. There will be at least 6 unique Encounters when the update is launched: Body (Choose 1 of 3 Body Perks) Mind (Choose 1 of 3 Mind Perks) Essence (Choose 1 of 3 Essence Perks) Energy (Gain an amount of Energy) Random Buff (Same as the starter boost that gives a random buff) Food (Heal yourself for an amount) At each Encounter, you'll always have a choice out of 2 or 3 of these encounters. This means that perks will be much more easy to acquire, making each of the game's runs unique and more enjoyable! We have plans for a few more Encounters, but we'll announce those in the future as they depend on some future updates which will come after Act 2 is implemented.
Regarding Perks
We mentioned before that we're also dividing Perks into 3 categories: Mind, Body, and Essence. We said "Spirit" before, but we've changed it to "Essence" because Spirit is already associated with the Spirit Gauge used for certain memories and limits. The Encounters update will add at least 12 new perks. There are already 6 perks implemented in the game, but they have a low chance to be acquired either through Treasure or Event options. However, Encounters will be making perks much easier to acquire, so we're adding a lot more to the pool and starting each category off with 6 perks. Here are SOME of the Perks that can be found in the Encounters update (note that perks with an * are already implemented in the current build of the game). --- Mind Perks --- 1) Chain Lightning - Single target offense memories cause chain lightning to strike enemies (Lvl+2) times for 3 damage per hit. Only works if multiple enemies are present. (Upgradeable) 2) Lightning Rod - Single target offense memories cause a lightning bolt to strike the enemy hit for 3 damage. 3) Refreshing Rain - You are healed 3 HP every 3rd memory played. 4) *Phoenix - Flaming Aura is always active. --- Body Perks --- 1) *Juggernaut - Gain 10 Max HP 2) *Sword Master - All of your Slash memories deal 2 more damage. (Knight Only) 3) *Resourceful - At the end of your turn, gain 1 block for each memory you didn't use. 4) Advanced Guard - No longer lose Block at the end of your turn. (Knight / Nature Only) --- Essence Perks --- 1) *Spiritual - Gain 1 Spirit at the start of every wave. 2) *Healer - If your HP is less than half, heal for 15% of your max HP at the end of battle. 3) Mana Control - Your first memory each turn costs 1 mana regardless of the memory's normal mana cost. 4) Strong Bless - Your buffs last one additional turn. That's all for now. It's a lot of info, but we have a lot of plans! Encounters update should be available sometime later this month if everything goes smoothly. Stay tuned!
[ 2020-12-06 17:08:17 CET ] [ Original post ]
- Anamnesis Linux Depot [199.67 M]
Synopsis
You materialize in a mysterious realm where a titan who goes simply by the name 'Mr. T' welcomes you. "You have returned to the afterlife, I see." Without much explanation, your adventure in this dark and gritty dungeon begins. Face off against bats, snakes, and even the shadows as you work your way to the end of this forsaken world, and earn your right to reincarnate once again!The word 'Anamnesis'
It refers to memories from past lives. In Anamnesis, the cards are your 'memories'. Each run, you can choose your starter deck of 10 memories. Every time you finish a run, whether you win or lose, you can keep one. Will you remember what it takes to beat the game?Learn From Your Mistakes
In Anamnesis, each boss has a unique approach to defeating it. A boss may have a shield that only goes away with fire, by dispelling it, or just waiting it out a set amount of turns. The unique combo system also provides special boosts that are character-specific and helps to balance those runs where you didn't get the ideal setup that you wanted. This makes each successful playthrough a fulfilling experience, and on runs where you lose, you'll eventually learn why and come back even wiser!Less RNG, More Strategy
Unlike other games, Anamnesis focuses more on strategy than RNG. Even if you didn't get the cards you needed to dispel that boss's shield, your combo system has you covered! Each character will have unique memories and boosts that are suited for them to approach every obstacle in the game. This means that defense as well as offense are both important tactical decisions. It's not all about RNG!Current Features (Act 1)
- Fully implemented 'Knight' class
- 13 fully voiced events to experience
- Over three dozen memories to collect
- Over a dozen monsters to face
- A straightforward system to upgrade your memories
- A perk and curse system that can fundamentally change your experience
- And much more to come!
Early Access
During Early Access, your feedback is valuable! The game is still being shaped into its final form, and there's room to add even more systems to the mix. For now, Act 1 is complete and the game includes all of the systems from the original vision -- systems from some of our favorite games, like combos and limits. Now, it's time to add even more substance to a solid foundation, and we hope you will join us during this great adventure!- OS: Any distribution built for x86 or x64 processors
- Processor: 2.4 Ghz Intel Core Duo or betterMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: OpenGL compatible graphics card
- Storage: 400 MB available space
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