Rally the Parties · build 23537249 · published
Just one week after launch, here's our first major update. To make the game more enjoyable to play, we've made significant improvements in three areas: movement, potions, and special attacks.
We've rebuilt how movement works from the ground up. In place of the old four-direction, tile-by-tile movement, characters now move freely and smoothly, no longer bound to a grid. Diagonal movement feels natural and fluid, and surrounding enemies is far more intuitive. You can also move and turn while taking aim, which makes the controls feel much smoother.
We've consolidated the automatic potion-use setting into the Options screen, and it's now on by default. This greatly reduces situations where a character goes down before healing can catch up.
We've also reworked special attacks to make them easier to use. For Rushing Slash and Spinning Swing, the enemies that will be hit are now shown before you commit, making them easier to aim. Sliding now strikes the enemy at its landing spot, and Flame Circle can be placed centered on a chosen enemy, making it easier to use from the back line. And when an ally is surrounded or about to go down, your companions will now step in with special attacks to help.
Your own party and any NPC parties you've spoken with now show name labels in place of the old rings.
Added a short input delay on the Game Over / Game Clear screens, so a button press carried over from gameplay won't accidentally confirm a choice.
Adjusted the damage, SP/MP cost, and range of each class's special attacks.
Fixed an issue where the Healer's Protective Barrier wasn't actually reducing damage.
Fixed an issue where enemies could appear embedded in walls.
Fixed an issue where the displayed range for ranged attacks didn't match their actual reach.
Fixed an issue where sound effects could cut off on the Game Over / Game Clear screens.
Your existing save data carries over.
We look forward to your feedback.