v0.1.9 is Available for Patrons!


Hey, Adventurers!

It's been cooking for a hot minute, but v0.1.9 is now available for $10+ Patrons! It is live on Patreonnow.

This is the largest update we've had by far. Lots of new events, new regions, more character development, Rin joins the party, the usual stuff. Someone stop me next time and tell me it's okay to have smaller updates.

Public Release is scheduled for May 31st. Check out the new screenshots and consider signing up to get access! The full changelog for v0.1.9 is available here: https://pastebin.com/yrPKvp7n

v0.1.9

Story:

- +17k words, totaling 130k

- +484 images, totaling 5112

- +5 animations, totaling 94

- +13 New Events:

- +1 Main (Rem & Ram) Event

- +1 Bonus H-scene (comprised of 7 smaller H-scenes for Megumin, Aqua, Darkness, Luna, Yunyun, Chris and Wiz)

- +1 Megumin Event

- +1 Megumin H-scene

- +1 Yunyun event

- +2 Rin Events

- +2 Rin Quests

- +1 Wiz Event

- +1 Wiz (?) Quest but not really

- +1 Wiz H-scene

- +1 Gabriel event

- +1 Gabriel H-scene

- +1 Lolisa event

- +1 Lolisa H-scene

- +1 Alleys quest chain

- You can now hang out with Chris at night after seeing "Vantage Point"

- You can now raise affection with Lolisa after her latest event

Technical:

- You can now explore the Alleys at night, but you might get ambushed by bandits while doing so. Don't forget to upgrade your skills. Hunting down enough bandits will yield a unique reward.

- You can now travel to Heaven during the night - Some wearable items can now provide special buffs and properties in battles.

- Added a Photoalbum as a unique item drop which will show some extra images not present in game

- Quests available on the quest board will no longer appear if the player has too many.  Additionally, you can now discard quests as long as they are not important to the story. Important quests will now be marked with a golden seal

- Boons now have multiple rarity levels which affect their stats. Players can increase their odds of getting stronger boons by purchasing an upgrade from Eris

- Disabled checking for updates for mobile devices for now since it can cause issues on older systems

- Important items sold in shops (for example book important to quest progression or items that act as triggers for bonus events) will now have a marker indicating that quality

Adventuring:

- Added Rin as a playable character.

- Added Gabriel's Boons

- Various animation improvements to combat and general optimizations to make it run smoother

- Targeting allies with restorative abilities will now show a preview of their effects

- Added new status effects: Meditating, Acid, Asleep, Fragile, Exposed, Trapped, Empowered

- You can now cleanse Burn by Cowering. Stop, drop and roll.

- Some AOE effects will now render their effects one target at a time instead of all at once

- Added abilities with Charges, for example Rin's Magic Missile. Players will be able to utilize charges to target multiple targets or the same target multiple times.

- Added an additional animation for when heroes are knocked out.

- Added a visual flash to some ability effects

Balancing:

- Megumin's Explosion's manacost will now be refunded if the battle ended before it finished casting

- Added a new ability to Megumin: Meditate. While used, she receives a substantial penalty to Dodge, but if she is not hit for a full turn, she will restore 25% of her mana. - Aqua's Turn Undead "Blinding Strike" upgrade now hits the target two times, which should make it a viable alternative to the otherwise superior AOE attack.

- Aqua's Divine Heal now increases healed amount by 30% (from 10%) to the total of 50%.

- Aqua's Blessed Restoration changed to Resurrection, and as you would expect can now resurrect knocked out units. - Aqua's Heal now has a 2 turn cooldown.

- Kazuma's Snipe now has an extra upgrade tier which adds two potential branches: Quick Draw, allowing for an extra shot per use, and Volley, which allows for three shots at random targets. Both come with increased manacost and decreased accuracy.

- Kazuma's and Chris's Steal now has ability upgrades

- Chris's Poisoned Blade rebalanced: extra damage out of stealth is now a potential upgrade. Another upgrade provides Execute, which will instantly kill an enemy if they're below 50% health. - Yunyun's received multiple ability upgrades

- Buffing altars effects now only last for the duration of one battle

- Bosses now have debuff resist that can prevent them from getting afflicted with DOTs and special effects

- Building materials will now drop more often

- Reduced the rate at which gold drops when exploring the alleys

- Some abilities/weapons can now have multiple damage types; if they target multiple weaknesses, the monster will lose more shields at a time, increasing the effectiveness of such attacks

- Level cap increased to 12

- Damage-over-time effects such as Bleed and Burn will now fully ignore armor - Added multiple unique items, accessories, sets of armor, and weapons

- Shortbow damage and accuracy modifiers from 0.8 -> 1.0

- Broadsword's accuracy mod from 0.8 -> 0.9

- Iron dagger removed from sale

- Kazuma can no longer wear Heavy Armor

- The cost of consumable items and gifts significantly reduced

Minor changes:

- The Gift's interactive text can now be viewed in the Log screen

- Updated Rin's guild portrait to match her in-game skin

- Minor improvements to AOE lighting from some abilities in adventuring mode

- Added Lockpicks to help people who somehow struggle with the lockpicking minigame

- Added Resurrection Potions

- Minor changes to Skill Upgrade menu to keep it stylistically consistent

- Added multiple new Achievements

- Damage preview is now more accurate and takes into account target type, its status, vulnerabilities and whether or not they're known, etc.

- "A Business Arrangement" now *actually* adds Megumin's panties to the inventory

- Chris's panties now correctly mention her as their owner in their description

- Cleared obstacles (like the locked door in the dungeon) will no longer spawn after the first time

- Wiz's relationship trigger is now moved to a different event and is retroactively cleared.

Fixes:

- Fixed a typo resulting in a crash when working a shift at the guild

- Fixed a bug that allowed working on an invention without any building materials

- Fixed an issue that would cause the boon hint to not show when Chris is in the party

- Fixed a bug that allowed leveling past the level cap

- Fixed Aqua's bait & cast animations not matching her height

- Fixed an issue with Steph not joining the party during her rescue quest. Hopefully

- Removed a rogue pixel from Aqua's attack animation

- Fixed an bug which allowed casting Lurk on allies

- Fixed some clipping visuals in "Pent-up Feelings", "Long Live Sexual Assault"

- Fixed a bug that could result in a crash when hiding the UI during adventuring. On the flip side, you can no longer hide it :)

- Fixed a bug that could result in a crash during the Heist if its replayed or started over

- Fixed a bug preventing players from getting maximum bonuses for working at the construction site or relaxing in the bath. The change is applied retroactively

- Fixed a bug that caused Imp's attacks crit on every hit. They now apply Weaken as intended

- Fixed a bug that prevented stealth from being broken on misses

- Fixed a bug that prevented some effects from triggering upon ability use if the unit missed - Fixed a bug that could cause floating messages to display in the wrong spot

- Fixed a bug that sometimes caused enemies to render on top of each other during attack animations

- Fixed a bug that sometimes prevented visual effects from friendly abilities from rendering

- Fixed a bug that prevented damage mod buffs from taking effect

- Fixed a bug that made some abilities a lot stronger since their damage modifiers were not applied

- Fixed a bug that could lead to accessories being lost upon unequipping

- Fixed an issue that applied raw damage to on-harm effects

- Fixed an issue that prevented protection from being applied properly in damage calculations

- Fixed an issue that could cause AOE effects to render multiple times

- Minor spelling fixes

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Comments

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Just a quick question, at which point in the story/episode would iris probably join in game?

Planned to be in Chapter 4, which will revolve around the Royal Capital (you can already see it on the map)

(+1)

Aqua is now useful? This game is no longer canon friendly /j

Jokes aside, I'm very excited by the upgrade. Not only a lot of new content for the story, but also tons of updates for the combat system, which is one major attraction for this game.

That being said, even without testing I can already tell, 50% hp execution is way too high. Usually in other games the threshold is 30 or 20%, otherwise it's too strong against bosses and minibosses. 

But also, I fear that giving resistance for bosses against debuffs and DoTs will make their battles harder and at the same time, simpler. The combat is enjoyable precisely because it requires some strategy, and removing tools from the formula makes the strategies available be more straightforward. I do understand however that some strategies may be too effective as well, causing the exact same problem of being used repeatedly regardless of the situation, and that's hard to balance. I'll be able to tell better how this change affects the enjoyment of boss battles when it comes out to the public, for now I hope it's not full immunity for all bosses, and instead just that some bosses have different resistances to different de buffs. 

(+1)

Chris's execute threshold only applies to regular enemies (not bosses), which I initially set to 30% but it seemed rather weak and not worth the upgrade, so I tuned it up. I prefer buffs over nerfs in singleplayer games, so we'll see how this upgrade performs.

The debuff resist is an attempt to make cheesing bosses a little bit harder since I've given the players a lot of new tools to do just that (in addition to the already existing ones). Hopefully it's not too overtuned, so I'll just have to gauge that based on the feedback I get afterwards.

(+1)

Makes sense then. For normal enemies, usually a well built character will kill them with a few hits anyway, so it's easy to see why 30% might seem not appreciable enough.

I do see as well your concern over the cheesing. I saw you added a lot of new status effects that might tip the balance in the player's favor, although I assumed they'd count as "debuffs" and thus rendered useless by the bosses' resistance anyway. What I fear is that boss fights could get reduced to just a matter of having big damage numbers (and some way of surviving/reviving, which we get a lot of in this update as well), instead of a tactical puzzle of figuring out combinations of buffs and debuffs. I also fear that builds centered around DoTs would be discouraged, which I think would be a wasted opportunity to diversify the game's experience for players.

At the end of the day though, I also understand that the focus of this game isn't solely the combat system, and even without that feature it'd still be very great. Taking time to "perfectly" balance the game would be in detriment of further developing new content and polishing the existing one, specially for a single dev such as you. I don't wish my ideas and feedback to add pressure for anyone, specially when I still haven't even played the version myself, I'm just speaking out of the experience of having played a lot of games myself, which might prove to make for an insufficient insight. Thank you for taking your time to read me nonetheless, I feel quite passionate about your game and wish it nothing but success.

(1 edit) (+4)

oi! Megumin finally makes love to mc? C:

(+5)

finally :)

(+4)

sold