Another update, another bunch of things. I’ve added a spoiler section at the bottom of this patch notes that has more details of most of the things that changed. There are many more changes than those on the table, but I’m figuring out what’s the best way to capture and communicate them.
Hovering with the mouse over Regalia and Mementos shows information on it.
Added some new “stats” indicator to consolidate Regalia stats for comparison. They are dynamic, so they will change along with the run.
Hopefully this will make it easier to navigate.
There are more Homebase menu changes incoming.
Holding LB/Middle Mouse Button or toggling with Q, halts attacking which can help with repositioning.
There is an Option to make it all “Toggle”.
It’s a good lesson for me. This feature was already included in the game, but gated behind an unlock. Based on feedback it is now available from the start of the game. Thank you.
Feedback welcome about which of these points is the most important for you or anything that’s not here.
New Regalia.
Better communication of the “Encounter” difficulty on the map.
A rework to the Mastery and Pensive systems.
Overall better communication of game mechanics.
New, in-encounter pickups to spice up combat.
This is the current major goal for the game.
Once the first map feels like a solid loop, I’ll move onto the next one. The concepts for the other maps is already established.
What entails a completed first map?
A good and challenging experience over multiple runs to clear the map.
No obviously unpolished encounters.
Enough variety to enjoy the map over multiple playthroughs.
I’m exploring better ways to communicate about all the changes added to the game.
Name
patch_notes
type
quick tasks - 26 Sept 5
Various tasks, and bug fixes. I’ll figure out a better way to communicate these smaller changes in the future.
aggregator
Playtest Notes 0 - Quick Tasks
More small changes.
aggregator
address_feedback 01
I’ve caught up with most if not all of the current feedback. I welcome new feedback.
aggregator
map ui such as the inventory on the upper right should lose ALL mouse detection during an encounter
BUGFIX
bug
mastery have “clicking/hovering” unresponsive problems specifically on the second row.
BUGFIX
bug
encounter end jingle is too loud
Audio improvements.
bug
implement 3 mementos that heal.
Added some new mementos that deal with health. There will be more healing methods down the line. These appear in the regular Mementos pool.
content
Will has the power to bond with most Regalia multiples times
Will we have the most amount of bonds in the game. This is his trait.
design
oxygen lose animation on direct hit
Improved oxygen lose animation and communication.
design
twin-stick speed initial speed up
Working on improving the game’s pacing, and getting it to a point where it feels good play at all states of the run. Would appreciate feedback on this regard.
design, game-feel
Address auto-attack pause feedback
Holding LB/Middle Mouse Button or toggling with Q, halts attacking which helps with repositioning. There is an Option to make it all “Toggle”. This feature was already included in the game, but gated behind an Unlock. Based on feedback it is now available from the start of the game. Thank you.
QoL
Draft 0 of new Homebase menu
Combined regalia and character select. Added clear buttons to change between Homebase tabs. There are still more changes incoming for the Homebase menu.
ui
design and implement weapon tooltips
Tooltips are in. Thanks for the feedback.
ui
oxygen gained per bond description
Each bond has the value of oxygen increased
ui
More organic “road” tiles
A bit of visual flair for road encounters.
visua