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Happy Halloween! + A small announcement
Hello everyone! Stopping by to wish you all a happy spooky day along with this promotional art made by one of our artists. Explorers can cosplay too. Eventually I plan to work on something bigger related to the game for halloween, but for now, this is just an idea that is too early to be implemented and will have to wait a few more years if things are doing fine by then.
And yeah, the free version ofthe new build is coming out on Thursday, and I'm also planning a last update, that is very small, to be released still this year. Consider it a Build 2 Part A.5. Oh no, that sounds terrible.
Anyways, this update will be adding a few more menus that I will reveal eventually along with 2 new mini events that are way easier to write compared to the average event. I won't estimate a release date for it yet, but I plan to finish it sometime this November. Overall it's a fairly simple update though. Don't expect much stuff compared to the content that was added to Build 2 Part A.
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July Report
Hello!
This is basically a report for you to know that I am still alive and working at the game.
There isn't much I can reveal here since what I've been mostly working on is improving what was shown in the last devlog and lots of writing. This update has probably the biggest story segment I've written so far making even the life of those who hold CTRL hard (not really, it's still really fast to get through the whole thing). Before going on at writing more stuff, I'm working at the new dungeon floors, adding new weapons, armor and their materials to unlock them which is not as fun as creating enemies or creating the map, but it's a sacrifice that needs to be done. There are still quite a few scenes that I need to write however.
Anyways, since there isn't much I can reveal for this month, I will at least give a preview of the changelog for this update that might have some alterations before release:
One new party member
One new character event with an optional erotic scene
New area with 2 floors to explore
2 new quests
New pause menu UI
New battle command menu UI
Critical hits multiplier changed from x3 to x1.5 for better balancing in combat
Conditional Items drop from some enemies to make you create better gear
Toggleable option that makes weaker enemies too scared of fighting you in case you don't want to engage on battles that will hardly reward you and might just annoy you
Some very little visual effects changed during combat
Beginning of implementation of portraits changing depending on what happens in combat (art changes if they're downed, more planned for the future)
And I think that's all. For supporters of gold tier or higher, as usual, I will be releasing some of the art for the upcoming release. With the addition of new characters in the future, making every build have events for every single one of them will be very time consuming, so I will probably give supporters the benefit of choosing which character to prioritize on getting new content, but for Build 2 I don't think that is necessary yet.
Also, as this version still didn't even got any proper playtesting and I'm still writing and making stuff for it (art is pretty much done though), I will be possibly postpone release to early August, at least before the 10th, we'll see. Again, sorry for the delay, but due to the way this game is kind of heavily choice dependant during some dialogue segments, I need to make sure every conditional dialogue is looking consistent. I hope that is understandable.
Hopefully the new version will be released for supporters before the next report though, at least I hope so.
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June Report
Hello!
It's been a few weeks since the release of the last update and it is finally time to reveal some of the stuff I have been planning for the next update.
First of all, since this build will be really huge, I decided to divide it into 3 builds (at least this is the plan for now). Overall I will still call the whole thing Build 2, with part 1 being planned to be released near the end of July. I will avoid giving any dates for now.
For part 1, the player will be introduced to a brand new dungeon after clearing the menacing woods along with new faces that will show as the story progresses.
Most of the backgrounds for this next update have been fully replaced with only the library missing at least for now and along with the backgrounds I've been also reworking some of the default menu UI of RPG Maker and changing it to something slightly different. The menu is a work in progress but I can reveal how it looks for now: The menu now adds playtime and your gathering slots for the day so you can keep track of them. The background depends on the area you are at the moment, in this case I opened the menu in the Guild. If I moved to the woods the background would be different. I think it's a fun way to know your progress around the game. I've been also working on the status menu, but it still is quite incomplete and not really ready for showcase as I'm trying some sort of camera panning effect with it which makes the background image leave the screen, wouldn't be a nice screenshot for the time being, haha.
Along with some new art from the new area and enemies, we have also worked on a tweak to the battle UI:
The battle menu is now a wheel which displays your options as you spin it around with its unique art over the wheel. The highlighted option is a placeholder for now as it doesn't really match the vibe of the wheel in my opinion and I need to find a workaround about the fact that the cone size varies depending on how many options are unlocked in the wheel. Also I hoped you liked some of the enemies we made for the next area, we have some others prepared for when the first part of the build releases.
Along with this battle menu tweak, I will be adding a new option to the wheel where you can make your attacks non-lethal, just like how Mai behavior works. This option will exist for a new thing that will be implemented in the enemies which are conditional drops. Doing something in battle in a specific way will make the enemy drop items that they usually didn't and these items will be used to unlock even more gear in The Guild facilities. The non-lethal option will be there in case your characters are too strong and won't let you find the enemy conditional drop before killing them. The conditional drop mechanic is only unlocked in the second area for story reasons that will soon be revealed.
And that's pretty much it, I won't reveal much of the new characters yet, but yes, you can expect a new party member for the next update. I hope you can take good care of whoever is joining your side. This party member will also have an event and a mind plane introduction in this update, with another event being left for future parts of Build 2 along with the rest of the development of the mind dungeon (I'll literally be only finishing the ground floor for now as the focus is mostly the normal plane dungeon for now). The new dungeon is planned to have 2 floors with a variety of 7 enemies which differs a lot from the woods which only had 4.
I hope you liked the new stuff we are bringing up for this update as I really enjoy working on this game and remember to always pinpoint things you don't like as it helps me improve our project. As always, support on patreon or subscribestar (yeah I created one, crazy I know) is much appreciated and I will end this devlog here.
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