Initial Early Release

major update

vitalis · build 24812294 · published

On SteamNotes only · this build shipped before we watched the app

Hi, we have released the initial release for vitalis.

As for now, The Knight and The Nun are playable. The Doctor and, who was it? Anyways they are in their development stages still, with lots of contents planned.

Here are some of the changes summarized compared to the demo.

  • Major Revamp Of Character's Event

    • Revamped events for the Knight, with 2 clear distinct path. Discover their story

    • New Nun Story Set, featuring 3 paths. Discover how she ended up in this accursed forest.

  • New Combat Flow

    • Each enemy can now roll to Defend, like you, the player.

    • New ATK point calculation.

    • New DEF point calculation.

    • Revamped Fleeing Mechanic to be more clear.

  • Major Character Stat Changes

    • Adjust Stats

    • Added Special Skills per Character (Brace for Knight, Reconstitute for Nun)

    • New special dice behavior for Nun

    • New FAITH value for Nun

  • Various Enemy Stat changes for balancing, Move Set changes.

    • Movesets now make more senses, less idle skillsets.

    • Adjust stats for various enemies.

    • Each character will have their own bosses, and would be decided based on event's decisions.

  • Item Behavior changes

    • Now Item will have Charges, after Charges is used up, the item disappear.

    • Revamped item behaviors into Tiers: Common, Uncommon, and Rare, you might not know which rarity it would be, but their effects would play into these tiers.

    • Uncommon Item will only appear twice in a run, Rare Item will appear once

  • Status Effect changes

    • Now revamped every possible status effect.

    • Mental Effects include: Frenzy, Terror, Despair. These effects will directly modify your behavior.

      • Frenzy: Force Roll 1 when defending, and 6 when attacking

      • Terror: Unable to do anything

      • Despair: Reduce 1 random stat per turn

    • Physical Effects include:

      • Bleed A constant damage bleed value per turn, new added stack would stack to the current bleed value.

      • Burn: A damage burn value, increasing every turn, new added stack would be ignored.

      • Poison: A damage poison value, decreasing every turn, new added stack would override the stack.

  • And few more changes I forgot to keep track....

Anyways, with this initial release, we will be moving onto fixing various bugs, develop content for the Doctor and....who was it again?Please do post any bugs or issues you find in our Community Hub thread, or let just know directly in our Discord Server: https://discord.com/invite/4hyGWABUU7Thank you so much for supporting us.
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