MV - Yggdrasil Chronicles - A Record of Valkadia (Demo, In-Development)

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Started by JamesRyan 209 posts Page 3 of 11 View original ↗
  1. Lady_JJ said:
    I downloaded the new build, but the issue remains. I wonder if it's because I already have that weapon and it will only get fixed if I reaquire it? But I don't have a save that far back so I can't test.

    Another couple of grammatical errors

    Morrigan and Lilith overhear the Adventurer in the Religia City Tavern talking to the Landlord about tomorrow's auctioning off of a Griffinian, says "I think you should bring somegold." some and gold needs a space between the two words.

    Seagull Synthesis Shop
    Buy Armor: Iron Ring and Bracer are both listed as Headgear. They do both equip as Accessories.

    I did retry the Subject A battle using your suggestion. I lasted a lot longer, but still couldn't finish on Normal level. I'm putting more JP's into defense/speed in my new playthrough. I'm in Merinberg Kingdom right now, so moving along well. :)
    That's quite weird. It was just basically data issue so it could be fixed just by altering data. Can you send me your save file with the corrupted equipment, so I can try to debug it on my end? Also, I will get the other minor issues fixed too. Thank you!

    Meanwhile, please redownload the new build and try again.


    Edit: I guess it is because you already own the corrupted item, because each equipment is an individual one, even though they have the same name. So sorry for this. My mistake made you lose the chance to try that sword :(
  2. Lady_JJ said:
    @JamesRyan (tagging you for this edit)

    Crafting a Special Buckler requires a Lv 2 Shield Mold, but disassembling it yields a Lv 3 Shield Mold, actually this looks to be happening with all gear in this tier.

    In the cutscene in Einhart's office after Morrigan is whisked away and Lilith wants to tell Einhart right away, Aiko yells "No! NEVER interrupt the Pope while she's praying." The character name above the dialogue though isn't Aiko, it says Lucas (it is Aiko's face and clearly what Aiko would say).

    If you exit Valenka City to the east you get to the Voiceless Jungle and you can return to Valenka the same way. If you exit Valenka City to the west, you get to Sandstorm Oasis but you can't return to Valenka the same way as the wind(?) keeps knocking you back. Is this intentional?


    I have 5 players awakened, all lvl 41 on normal difficulty and only failing a couple of times for 3 of them. I'm still having trouble with Blanc. I took your advice and allotted a whole bunch of JP's on agility, the exception being Lucas. I was already putting JP's into his agility all along, and I found that he wasn't quite surviving the flurry of attacks Dark Lucas repeatedly delivered at the end when his HP fell below 1000. Putting all 48 of his JP's in Vitality boosted his MHP enough to prevail. I'm pretty sure I can awaken Blanc. I just had to reset her skills so she'd have some blocking with counter damage as she doesn't have any strong offensive skills. I had Dark Blanc down to 300 hp but got impatient and tried to go in for the kill when Blanc wasn't at full health. That was a mistake. Once I get the players leveled so they can get their second Ultima spells, I'll meet up with Einhart in Lady Amelia's chambers and see if I fare any better with Subject A than I did with my old party.

    I do like the Retry Battle option. I used it a couple of times in the Awakening Trials, much quicker than reloading. Thanks for that. The Bestiary is also really helpful when running around crafting those more elite crystals.

    I'll also say that replaying has given me a much greater insight into the back stories and plot. I love this story, definitely hoping to follow it to completion. <3
    @Lady_JJ
    - For the shield mold, you can get Level 2 Shield Mold from green shields (and same for all other molds), while blue shields will give you Level 3 Shield Mold for later use (I'm still not sure when "later" is, but hopefully should be by the time you reach Shiroyuki Town and Serene Island - the next destinations in the main quest that I am working on).
    - Thanks for pointing out the grammatical issues again. I will have them fixed in the next build. And I also fixed the issue that happened to the west gate of Valenka, too.
    - One more thing I want to ask you about Potential Awakening: After awakening a character, do you see their class name changed? Like from Blade Dancer to Blade Dancer II? And after saving/reloading the game, do they still remain as the new class name, or revert back to the old one?
    - And I am glad that the Retry and Bestiary features are useful to you. I guess you have not tried the "Auto Conversation" yet, because that feature's purpose is solely to skip the conversations without input, while you mainly focus on reading the story (I am so glad that there are still players like you who spend time to read every conversation :biggrin:)

    Some news about the next build I can share:
    - Continuation of the main story after step 112
    - DEX will no longer provide LUK, and instead, SPR will (I'm still thinking about this)
    - New maps, new monsters

    The changes below are already in the current build:
    - Rework the art of arrows in Chain Command
    - Add a small tooltip under the Chain Command
    - Increase the damage taken during Guard Break from 15% to 30%
    - Add a new option in the Options menu called "Message Sound" to enable/disable the "ticking" sound when a conversation is playing
    - Add a new option in the Options menu called "Auto Conversation" to enable/disable auto-conversation mode. This will help players automatically run through conversations without requiring input (except when an action is required). This can be enabled/disabled right during conversation via "Alt" button


    I'm so grateful that you love the story and the game so far, even though it is still in an incomplete state. Players' love and interests are my biggest motivation to drive the project forward. It was almost dropped 3 years ago ;_;
  3. The changes below are already in the current build:
    - Rework the art of arrows in Chain Command
    - Add a small tooltip under the Chain Command

    What is this Chain Command? Something I missed?

    - Increase the damage taken during Guard Break from 15% to 30%
    I think I came across this as an option for Lucas because I remember thinking, "Yeah, well Lucas is always going to perform an action so no sense in choosing this" but now I can't find where that skill became available Improved Guard Sapphire is what I was thinking of, but I don't think that's what you mean.

    - Add a new option in the Options menu called "Message Sound" to enable/disable the "ticking" sound when a conversation is playing
    I always play muted but I turned the volume on to test this. Good to be able to turn the "ticking" sound off as I find that typewriter effect annoying.

    - Add a new option in the Options menu called "Auto Conversation" to enable/disable auto-conversation mode. This will help players automatically run through conversations without requiring input (except when an action is required). This can be enabled/disabled right during conversation via "Alt" button
    I loaded up a game just before the party enters the castle to meet Einhart in Lady Amelia's office. I ran through the cutscene where Leonardo tells the others how to get to Amelia's office using both 'on' and 'off' options. I didn't see any difference. Where would I see that difference? Wait.... Pressing alt to advance the messages, rather than SPACE, ENTER, Z, etc. does show this difference. But selecting in Options didn't. I like this because very often when I spam SPACE to get through these multiple dialogues I get a Windows message asking me if I want to turn Sticky Keys off. So, yeah, I like this QoL addition. :)

    The skills/spells that become available after being awakened give Mastery Levels. Can you explain how this works?

    Thanks for the clarification regarding the armor molds. I had already figured out that assembled green equipment yields Lv 2 Molds.

    - One more thing I want to ask you about Potential Awakening: After awakening a character, do you see their class name changed? Like from Blade Dancer to Blade Dancer II? And after saving/reloading the game, do they still remain as the new class name, or revert back to the old one?

    Class shows as Blade Dancer (Awakened), same with the others, and yes, that class name persists with new loads.

    I was able to defeat Subject A in Amelia's room on Normal level with some difficulty, but everyone stayed alive. I poured the JP pts into Spirit for this one. (I don't allocate JP points until I get to a boss fight, so I usually have anywhere from 48-60 JP pts available to disperse. That's what I mean when I say I dump that many JP pts into a parameter in order to be successful. The only player I had to do a full reset for was Blanc.)
  4. Lady_JJ said:
    The changes below are already in the current build:
    - Rework the art of arrows in Chain Command
    - Add a small tooltip under the Chain Command

    What is this Chain Command? Something I missed?

    - Increase the damage taken during Guard Break from 15% to 30%
    I think I came across this as an option for Lucas because I remember thinking, "Yeah, well Lucas is always going to perform an action so no sense in choosing this" but now I can't find where that skill became available Improved Guard Sapphire is what I was thinking of, but I don't think that's what you mean.

    - Add a new option in the Options menu called "Message Sound" to enable/disable the "ticking" sound when a conversation is playing
    I always play muted but I turned the volume on to test this. Good to be able to turn the "ticking" sound off as I find that typewriter effect annoying.

    - Add a new option in the Options menu called "Auto Conversation" to enable/disable auto-conversation mode. This will help players automatically run through conversations without requiring input (except when an action is required). This can be enabled/disabled right during conversation via "Alt" button
    I loaded up a game just before the party enters the castle to meet Einhart in Lady Amelia's office. I ran through the cutscene where Leonardo tells the others how to get to Amelia's office using both 'on' and 'off' options. I didn't see any difference. Where would I see that difference? Wait.... Pressing alt to advance the messages, rather than SPACE, ENTER, Z, etc. does show this difference. But selecting in Options didn't. I like this because very often when I spam SPACE to get through these multiple dialogues I get a Windows message asking me if I want to turn Sticky Keys off. So, yeah, I like this QoL addition. :)

    The skills/spells that become available after being awakened give Mastery Levels. Can you explain how this works?

    Thanks for the clarification regarding the armor molds. I had already figured out that assembled green equipment yields Lv 2 Molds.

    - One more thing I want to ask you about Potential Awakening: After awakening a character, do you see their class name changed? Like from Blade Dancer to Blade Dancer II? And after saving/reloading the game, do they still remain as the new class name, or revert back to the old one?

    Class shows as Blade Dancer (Awakened), same with the others, and yes, that class name persists with new loads.

    I was able to defeat Subject A in Amelia's room on Normal level with some difficulty, but everyone stayed alive. I poured the JP pts into Spirit for this one. (I don't allocate JP points until I get to a boss fight, so I usually have anywhere from 48-60 JP pts available to disperse. That's what I mean when I say I dump that many JP pts into a parameter in order to be successful. The only player I had to do a full reset for was Blanc.)
    Ah. Chain Command is that QTE thing with the 4-direction arrow keys :biggrin: I updated some new images for the arrow keys, as well as added a small tooltip.

    Guard Break is a negative status effect you get during using Guard. You can see there is an "x3" in the Guard icon. If you receive elemental weakness or critical damage three times, you will get this "Guard Break" effect, which increases damage taken by 30% and disables your ability to use Guard for some turns. If you receive a Certain Hit damage (Like from any Ultimate Skills, which never miss) once, you will also get Guard Break effect. Most bosses have at least one skill with this damage type.

    The "Auto Conversation" option in the Option menu serves as a master switch to turn off the whole feature. That's why, after turning it off, you will not see the two "Alt" and "Shift" buttons during conversation. Of course, the "Shift" feature to skip conversation still works even if you don't see it there. When turning that option on, you can use "Alt" to enable/disable the auto-advancing conversation.

    New skills after potential awakenings have their Mastery Levels, meaning they will gain experience and levels when being used. The higher the level, the more powerful the effects. Some passive skills gain experience when being triggered passively. These new abilities are the ones I have never tested out myself, so there might be issues (Like not being able to unlock at the mentioned level, or not gaining EXP, or effects not correct to the descriptions, etc). If there are any issues around that, please inform me. Thank you :frown:

    And what do you think about getting LUK from SPR instead of DEX I mentioned above? I somewhat think that SPR is not quite as useful as the rest of the stats, so I want to make this change.
  5. JamesRyan said:
    Ah. Chain Command is that QTE thing with the 4-direction arrow keys :biggrin: I updated some new images for the arrow keys, as well as added a small tooltip.

    Guard Break is a negative status effect you get during using Guard. You can see there is an "x3" in the Guard icon. If you receive elemental weakness or critical damage three times, you will get this "Guard Break" effect, which increases damage taken by 30% and disables your ability to use Guard for some turns. If you receive a Certain Hit damage (Like from any Ultimate Skills, which never miss) once, you will also get Guard Break effect. Most bosses have at least one skill with this damage type.

    The "Auto Conversation" option in the Option menu serves as a master switch to turn off the whole feature. That's why, after turning it off, you will not see the two "Alt" and "Shift" buttons during conversation. Of course, the "Shift" feature to skip conversation still works even if you don't see it there. When turning that option on, you can use "Alt" to enable/disable the auto-advancing conversation.

    New skills after potential awakenings have their Mastery Levels, meaning they will gain experience and levels when being used. The higher the level, the more powerful the effects. Some passive skills gain experience when being triggered passively. These new abilities are the ones I have never tested out myself, so there might be issues (Like not being able to unlock at the mentioned level, or not gaining EXP, or effects not correct to the descriptions, etc). If there are any issues around that, please inform me. Thank you :frown:

    And what do you think about getting LUK from SPR instead of DEX I mentioned above? I somewhat think that SPR is not quite as useful as the rest of the stats, so I want to make this change.
    Ok, I get the Chain Command now. Now that you mention it, those new images do seem larger and brighter. Are they green now instead of white? At any rate, much easier for me to see and react to given my aging vision.

    What can I say? My battlers never guard, there's always something for them to do, like using a potion to keep their allies alive. So I guess I never became fully cognizant of these implications.

    I get the Auto Conversation thing now. Thanks.

    They all have at least one of the Awakening spells. The spells are available at least up until Lvl 47, so the higher requiring spells will probably unlock at the correct levels. I'll try to spam Lilith's Blight Force spell as this seems to be the easiest to figure out when the Mastery Level advances (You gain 1 Master Point if your target gets applied Blight Force state). Will the skill itself, either in its name or in its description, reveal what the current Maximum Mastery Level is? Guess maybe I'll find out.
  6. Lady_JJ said:
    Ok, I get the Chain Command now. Now that you mention it, those new images do seem larger and brighter. Are they green now instead of white? At any rate, much easier for me to see and react to given my aging vision.

    What can I say? My battlers never guard, there's always something for them to do, like using a potion to keep their allies alive. So I guess I never became fully cognizant of these implications.

    I get the Auto Conversation thing now. Thanks.

    They all have at least one of the Awakening spells. The spells are available at least up until Lvl 47, so the higher requiring spells will probably unlock at the correct levels. I'll try to spam Lilith's Blight Force spell as this seems to be the easiest to figure out when the Mastery Level advances (You gain 1 Master Point if your target gets applied Blight Force state). Will the skill itself, either in its name or in its description, reveal what the current Maximum Mastery Level is? Guess maybe I'll find out.
    Guard was an imbalanced skill in the prequel, so I want to make it less imbalanced here. That's why I introduced the Guard Break effect.

    Currently, I only mention the maximum level in the description when you research them. All active skills have 10 levels, while passive skills will be 20, and Ultimate skills will be 5.
    1744995219248.png

    When you try those new skills, please tell me if you feel it takes too long to level them up, or too hard to gain exp for passive skills. I'm looking forward to hearing from you after trying these new skills :biggrin:
  7. Lilith has managed to inflict the Blight Force state 4 times (separate battles), so her passive Blight Force should be at least Lvl 4 as it's possible I missed seeing it inflicted once or twice. The only indication I can see is that these skills have a blue status bar. Should I assume that when that line is fully extended that the skill has been mastered? And does the skill's effect intensify with each level mastered? I need to copy down the current values and see if they change with repeated uses.
  8. Lady_JJ said:
    Lilith has managed to inflict the Blight Force state 4 times (separate battles), so her passive Blight Force should be at least Lvl 4 as it's possible I missed seeing it inflicted once or twice. The only indication I can see is that these skills have a blue status bar. Should I assume that when that line is fully extended that the skill has been mastered? And does the skill's effect intensify with each level mastered? I need to copy down the current values and see if they change with repeated uses.
    That blue status bar indicates the number of triggers (or EXP). Each time you trigger the active skill (or trigger a passive condition), it will be raised by 1. The formula to reach a level is the level number itself, meaning for levels 1 to 2, you only need to trigger it once, from 2 to 3, it should be 2, and so on.
  9. Which explains why that blue bar keeps resetting once the length is fully reached. I've been spamming Morrigan's Savage Twilight. I counted 9 battles to fill the blue this last time, then it reset. I think that's fair. I'm used to a 60 times used for mastery so 55 or so seems like a good number. It's hard for me to test the passives because some require states or minimum damage and my 48ish level characters just aren't sustaining enough damage to trigger the conditions. That would make passives a bit more difficult, but I don't think it's supposed to be easy.

    I wanted to see what would happen if all the spells were reset, would you lose those levels and have to start over again? I was pleasantly surprised to find out the awakened spells can't be reset so that won't ever be an issue. Will report back as I continue to playtest.
  10. Lady_JJ said:
    Which explains why that blue bar keeps resetting once the length is fully reached. I've been spamming Morrigan's Savage Twilight. I counted 9 battles to fill the blue this last time, then it reset. I think that's fair. I'm used to a 60 times used for mastery so 55 or so seems like a good number. It's hard for me to test the passives because some require states or minimum damage and my 48ish level characters just aren't sustaining enough damage to trigger the conditions. That would make passives a bit more difficult, but I don't think it's supposed to be easy.

    I wanted to see what would happen if all the spells were reset, would you lose those levels and have to start over again? I was pleasantly surprised to find out the awakened spells can't be reset so that won't ever be an issue. Will report back as I continue to playtest.
    Ah. That's right. I forgot to handle the case to reset the awakening skills. I will do something about this soon. And don't worry if your awakening skills get their levels reset. Their levels remain even after resetting, so you will still get the same levels when learning them again. Also, after hearing your opinion about the passive awakening skills, I realized that some were hard to trigger at low levels (like those with damage thresholds), so it might take ages to master. I think I will increase the amount of EXP when they trigger.

    Edit: I have just noticed that I accidentally set the chance to trigger Blight Force to 100% to test before, and forgot to set it back :oops:
  11. JamesRyan said:
    Edit: I have just noticed that I accidentally set the chance to trigger Blight Force to 100% to test before, and forgot to set it back :oops:
    So you're saying Blight Force is set to trigger at 100% in the latest build I have, because that's not the case. I thought it was fairly accurate in triggering 1 out of 5 or 6 times cast and that's with repeated spamming, so fell into my 17% chance in the description.

    I took some notes of what I think are a few typos in the spell descriptions.

    Spell Description Typos
    Morrigan Tendons Breaker
    Applying Crippled Tendons on them again increases Cripped Stacks by 1
    should be Crippled Stacks

    Blanc Pressuring Uppercut
    based chance to reduces target's Action Gauge
    should be to reduce

    Lucas Windwalk
    Allows the wind to influent yourself
    should be influence

    Lucas Baneful Venom
    hit a unit currently affect by Bleeding
    should be affected

    Lucas Vampiric Blade
    Also enable Lifesteal
    should be enables

    Lucas Eagle's Sense
    When your HP falls below 50% (921), your gain + 10% EVA
    should be you gain

    Lucas Fatal Blows
    and will be disabled until your perform all
    should be you perform

    Lucas Shadow Dance
    The damage reduction effect lasts 3 turns and stack with itself.
    should be stacks

    Aiko Meditation
    Applies Meditation state to a unit, regenerates its MP
    should be regenerating

    Aiko Lunar Shield
    Creates a shield which absorb incoming
    should be absorbs

    Aiko Sacred Purification
    If target is an enemy, remove a random
    should be removes

    Aiko Auto-Heal
    when you take direct physical and magical damage
    depends on when you mean, if you mean the damage must be both physical and magical then keep and, otherwise if you mean the damage can be either physical or magical then change and to or

    Aiko Divine Favor
    The number of stack and duration increase by 1
    should be increases

    Aiko Salvation of Light
    Immediately eradicates Undead and Demon monsters.
    Should you add the caveat of (excluding Bosses) as you have in other descriptions?

    Lilth Demonic Haunt
    Triggering this effect again adds 01 Haunted instance
    should be instance

    Lilith Voodoo Awakening
    Your all main stats
    should be All your main stats
    also, the requirements for this Ultimate skill only says 93 HP, should it be 93 HP 100 TP?

    Leonardo Arctic Tsunami
    chance to get Frostbitten, taking more 15% damage
    I think it should be taking additional 15% damage

    Leonardo Combustible Dust
    reducing their Water damage taken by 25%0.
    Remove that 0 after 25%

    Leonardo Magic Amplification
    drains 4% of your max MP (53) per instance and 1% (14) each turn.
    This isn't clear to me. If it's 4% of max MP and 1% max MP then why not just say 5%
    or does it mean something different? Is it 1% of something else?

    Leonardo Earth Devastation
    [Skill Level +5]% (15) to push them back
    (15) should be (15%) to be consistent with other spell descriptions


    Inconsistencies
    Some descriptions, like Aiko's Roaming cure, have caveats in red. (Cannot use while this state is currently affecting any party member.) Others keep those caveats in white, such as Morrigan's Bloody Frenzy (Cannot use while under the effect of Blood Frenzy), Lucas' Storm Runners (Cannot cast if this state has remained active.) Maybe decide whether to keep all 'Cannot use' cases red or just leave in default white?

    ETA- I thought I had posted this typo before, but since I can't find it, I'll just add it again.
    Whitehaven (after battle with Succubus)
    When trying to enter any building, Morrigan says "Aw... It stucks..." should be "Aw... It's stuck..."
  12. Lady_JJ said:
    So you're saying Blight Force is set to trigger at 100% in the latest build I have, because that's not the case. I thought it was fairly accurate in triggering 1 out of 5 or 6 times cast and that's with repeated spamming, so fell into my 17% chance in the description.

    I took some notes of what I think are a few typos in the spell descriptions.

    Spell Description Typos
    Morrigan Tendons Breaker
    Applying Crippled Tendons on them again increases Cripped Stacks by 1
    should be Crippled Stacks

    Blanc Pressuring Uppercut
    based chance to reduces target's Action Gauge
    should be to reduce

    Lucas Windwalk
    Allows the wind to influent yourself
    should be influence

    Lucas Baneful Venom
    hit a unit currently affect by Bleeding
    should be affected

    Lucas Vampiric Blade
    Also enable Lifesteal
    should be enables

    Lucas Eagle's Sense
    When your HP falls below 50% (921), your gain + 10% EVA
    should be you gain

    Lucas Fatal Blows
    and will be disabled until your perform all
    should be you perform

    Lucas Shadow Dance
    The damage reduction effect lasts 3 turns and stack with itself.
    should be stacks

    Aiko Meditation
    Applies Meditation state to a unit, regenerates its MP
    should be regenerating

    Aiko Lunar Shield
    Creates a shield which absorb incoming
    should be absorbs

    Aiko Sacred Purification
    If target is an enemy, remove a random
    should be removes

    Aiko Auto-Heal
    when you take direct physical and magical damage
    depends on when you mean, if you mean the damage must be both physical and magical then keep and, otherwise if you mean the damage can be either physical or magical then change and to or

    Aiko Divine Favor
    The number of stack and duration increase by 1
    should be increases

    Aiko Salvation of Light
    Immediately eradicates Undead and Demon monsters.
    Should you add the caveat of (excluding Bosses) as you have in other descriptions?

    Lilth Demonic Haunt
    Triggering this effect again adds 01 Haunted instance
    should be instance

    Lilith Voodoo Awakening
    Your all main stats
    should be All your main stats
    also, the requirements for this Ultimate skill only says 93 HP, should it be 93 HP 100 TP?

    Leonardo Arctic Tsunami
    chance to get Frostbitten, taking more 15% damage
    I think it should be taking additional 15% damage

    Leonardo Combustible Dust
    reducing their Water damage taken by 25%0.
    Remove that 0 after 25%

    Leonardo Magic Amplification
    drains 4% of your max MP (53) per instance and 1% (14) each turn.
    This isn't clear to me. If it's 4% of max MP and 1% max MP then why not just say 5%
    or does it mean something different? Is it 1% of something else?

    Leonardo Earth Devastation
    [Skill Level +5]% (15) to push them back
    (15) should be (15%) to be consistent with other spell descriptions


    Inconsistencies
    Some descriptions, like Aiko's Roaming cure, have caveats in red. (Cannot use while this state is currently affecting any party member.) Others keep those caveats in white, such as Morrigan's Bloody Frenzy (Cannot use while under the effect of Blood Frenzy), Lucas' Storm Runners (Cannot cast if this state has remained active.) Maybe decide whether to keep all 'Cannot use' cases red or just leave in default white?

    ETA- I thought I had posted this typo before, but since I can't find it, I'll just add it again.
    Whitehaven (after battle with Succubus)
    When trying to enter any building, Morrigan says "Aw... It stucks..." should be "Aw... It's stuck..."
    Thanks for listing out all these typos and inconsistencies. I will have them fixed, too. Besides, there is something unclear due to my bad explanation, so I think I have to make it clear for you :biggrin:

    Aiko Auto-Heal
    Direct Damage (Physical or Magical, or even Certain type) is the damage you primarily inflict on the enemies when skills or attacks connect. It is different from Non-direct Damage (damage caused by the effect of a status effect, or damage over time). So the auto-heal only triggers when you take a direct hit.

    Leonardo Magic Amplification
    You already knew that he can only amplify his magical damage for a certain instances (4 or 5 maybe). So when you use up an instance, 4% of his max MP will be drained. And at the end of his turn, another 1% of his max MP will be drained too. So in a turn, if you inflict magical damage 3 times, your MP will be drained by 12% of max MP, but only 1% by the end of that turn. That's why they cannot be summed up.

    One thing that I am working on is rebalancing how the Mastery Points of all passive awakening skills are gained. They are quite hard to master at this time:frown:
  13. JamesRyan said:
    One thing that I am working on is rebalancing how the Mastery Points of all passive awakening skills are gained. They are quite hard to master at this time:frown:

    You are much better versed in this than I am, but I'll give my two cents anyway. I could actively master Lilith's Blight Force by spamming Wicked Torment. What I don't have any control of are passives like Blanc's Crash Fever. I think Blanc would need to be facing more difficult enemies than are available now to receive the required damage. That said, her Crash Fever is gaining (it's at Lvl 3 now), so it must be the accumulation of damage in a battle, rather than a one time damage amount itself, that triggers this passive. And I was spamming Aiko's Divine Favor to master that skill and I've just noticed that all that spamming raised her Faith passive to full mastery. I think it would make more sense to wait until more dangerous enemies are being faced in subsequent maps rather than trying to balance them at mid 40's level with the available enemies. I fear you might make these passives too easy to achieve if you gear them to enemies that can essentially be wiped out in one round and often with just one AoE. Again, just my opinion and you know where you're taking this game.
  14. Lady_JJ said:
    You are much better versed in this than I am, but I'll give my two cents anyway. I could actively master Lilith's Blight Force by spamming Wicked Torment. What I don't have any control of are passives like Blanc's Crash Fever. I think Blanc would need to be facing more difficult enemies than are available now to receive the required damage. That said, her Crash Fever is gaining (it's at Lvl 3 now), so it must be the accumulation of damage in a battle, rather than a one time damage amount itself, that triggers this passive. And I was spamming Aiko's Divine Favor to master that skill and I've just noticed that all that spamming raised her Faith passive to full mastery. I think it would make more sense to wait until more dangerous enemies are being faced in subsequent maps rather than trying to balance them at mid 40's level with the available enemies. I fear you might make these passives too easy to achieve if you gear them to enemies that can essentially be wiped out in one round and often with just one AoE. Again, just my opinion and you know where you're taking this game.
    Thanks for your opinion. Currently, for the passive skills with damage taken (or damage dealt) thresholds, I also give them a chance to gain 1 Mastery EXP when taking damage (or dealing damage respectively), while 2 to 3 Mastery EXP when damage thresholds are reached. By this way, players will master these 20-level passive skills much easier without always having to face dangerous enemies. For some skills with easier way to gain EXP, I will keep them as they are now.

    I'm glad that you haven't encountered any blockers during experiencing these new skills (at least this is a good sign for me). I have a debug to remove the required level for all awakening skills. If you want to test them out without manually leveling up (which take lots of time at this moment due to low level enemies), I can provide it :biggrin:
  15. JamesRyan said:
    Thanks for your opinion. Currently, for the passive skills with damage taken (or damage dealt) thresholds, I also give them a chance to gain 1 Mastery EXP when taking damage (or dealing damage respectively), while 2 to 3 Mastery EXP when damage thresholds are reached. By this way, players will master these 20-level passive skills much easier without always having to face dangerous enemies. For some skills with easier way to gain EXP, I will keep them as they are now.

    I'm glad that you haven't encountered any blockers during experiencing these new skills (at least this is a good sign for me). I have a debug to remove the required level for all awakening skills. If you want to test them out without manually leveling up (which take lots of time at this moment due to low level enemies), I can provide it :biggrin:
    Thanks for the offer. I'm racing back and forth in the Chaos Swamp for leveling in my spare time. My characters are 55ish. I'll stop when they reach 60 and can get their 2nd Ultima spells. I'll just continue to achieve the spells naturally. I do have a saved game just after Step 112 where the levels are lower 40's. That way I can continue playtesting at more realistic levels whenever a new build becomes available.
  16. Lady_JJ said:
    Thanks for the offer. I'm racing back and forth in the Chaos Swamp for leveling in my spare time. My characters are 55ish. I'll stop when they reach 60 and can get their 2nd Ultima spells. I'll just continue to achieve the spells naturally. I do have a saved game just after Step 112 where the levels are lower 40's. That way I can continue playtesting at more realistic levels whenever a new build becomes available.
    I look forward to seeing the 2nd Ultimate Skills tested in real battles. I made them, but have never tried them to see how useful they are. And just want to let you know that the next update might take a while, because it will contain new maps, new monsters, and maybe some more QoL improvements too :biggrin:
  17. JamesRyan said:
    I look forward to seeing the 2nd Ultimate Skills tested in real battles. I made them, but have never tried them to see how useful they are. And just want to let you know that the next update might take a while, because it will contain new maps, new monsters, and maybe some more QoL improvements too :biggrin:
    I had forgotten so much of the story before, so it was just as well I replayed from the start. This time I took detailed notes of what had happened, including everyone's name and role, so I can just read up and catch up. Take your time. I'll let you know how those Ultima skills work out.

    Lucas' two passives, Shadow Illusion and Fatal Blows) are the worst so far to trigger. I haven't been able to trigger them even once and that's with nonstop battling for 2 hours. I was able to trigger Morrigan's Ravage once by stripping her of all defensive gear/crystals and sending her into battle with just Lilith for healing purposes. I think Morrigan's Ravage will level just fine with higher level enemies. I've triggered Leonardo's Magnetic Field 2 or 3 times. I'll check in now and then to let you know how the rest of the passives (and the Ultimas) are progressing as I achieve them.
  18. Lady_JJ said:
    I had forgotten so much of the story before, so it was just as well I replayed from the start. This time I took detailed notes of what had happened, including everyone's name and role, so I can just read up and catch up. Take your time. I'll let you know how those Ultima skills work out.

    Lucas' two passives, Shadow Illusion and Fatal Blows) are the worst so far to trigger. I haven't been able to trigger them even once and that's with nonstop battling for 2 hours. I was able to trigger Morrigan's Ravage once by stripping her of all defensive gear/crystals and sending her into battle with just Lilith for healing purposes. I think Morrigan's Ravage will level just fine with higher level enemies. I've triggered Leonardo's Magnetic Field 2 or 3 times. I'll check in now and then to let you know how the rest of the passives (and the Ultimas) are progressing as I achieve them.
    Thanks for the feedback. I have acknowledged how bad Lucas' skills are to gain Mastery Points, or even worse, they are corrupted and not working properly. I'm still working on it and will release the new changes for them soon.
  19. @Lady_JJ I have updated a small patch to rebalance the Mastery Points of Passive Awakening skills, details below:
    • 1 DEX no longer increases LUK by 1. Instead, 1 SPR will provide 1 LUK (In-Experiment. Need players' feedback for this)
    • Rebalanced passive awakening skills:
      • Morrigan:
        • Ravage: 30% chance to gain 01 Mastery Point when taking damage, or 03 Points when the threshold is reached
        • Offensive Guard: Active when HP is lower than [Skill Level + 50]%. 50% chance to gain 01 Mastery Point when taking damage, or 03 Points when Absolute Guard is triggered

    • Lilith:
      • Blight Force: 30% chance to gain 01 Mastery Point when dealing Black or Dark Magic, or gain 03 Mastery Points if your target receives the Blight Force effect.
      • Demonic Haunt: Has a 30% chance to gain 01 Mastery Point when taking damage, or gain 03 Mastery Points when Demonic Haunt is triggered.

    • Blanc:
      • Crash Fever: Has a 30% chance to gain 01 Mastery Point when taking damage, or 03 Mastery Points when reaching damage threshold.
      • Griffinian's Blood: There is a 50% chance of gaining 01 Mastery Point when using up a Return charge or 02 Mastery Points when your Return charge is preserved.

    • Leonardo:
      • Spell Shell: Now absorbs 3 damage in exchange for 1 MP
      • Magic Absorption: Now increases 2 Mastery Points when triggered
      • Magnetic Field: Now increases 2 Mastery Points when triggered

    • Aiko:
      • Goddess' Grace: Now increases 2 Mastery Points when triggered

    • Lucas:
      • Shadow Illusion: 30% chance to gain 01 Mastery Point when taking damage, or gain 03 Mastery Points when triggered
      • Fatal Blows: Reduces the threshold from [10 - Skill Level / 4] to [5 - Skill Level / 7]. Has a 30% chance to gain 01 Mastery Point when taking damage, or gain 03 Mastery Points when the evasion threshold is reached
      • Shadow Dance: Remove MP cost
  20. One thing I have been working on these days is to remake tutorials, especially for the first battle of the game. This will help provide new players with better information about game mechanics.

    Update: Here is a quick look at the tutorial for the first battle