
***Please Note: If you have save data prior to patch 1.4, it CANNOT be loaded and must be overwritten with a fresh save from a new game. We apologize for any inconvenience as data cannot be transferred if it is from the release version. ***
***It is recommended that a new save is created following this update as there may be bugs or errors that may occur with previously made save data.***
***Achievements have now been added to the game***!
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Fixed:
-Fixed a bug where equipping the ability 'Nightmare of The Principality' results in 5 hits increasing the player's Nightmare Principality. The correct hit value has been added, increasing the necessary hits to 30 rather than 5.-Fixed a bug wherein the Nightmare Principality counter next to Yellette's battle portrait would incorrectly display the wrong number of Principalities available after using one.
-Fixed a bug where hits would register twice on the combo counter, increasing the hit counter by double the amount.
-Fixed some spelling and grammatical errors found in certain text.
-Fixed a bug where certain status effect icons are not displayed in the "Positive Status Effects" tooltip.
-Fixed a bug wherein parrying certain attacks would cause a parry to occur twice, resulting in a crash.
-Fixed a bug where exiting the training mode menu will turn turbo mode on even if the turbo mode setting is disabled.
-Fixed a bug where directional skills activate unintentionally due to movement inputs
-Fixed a bug where multiple parries occur at once, resulting in character slowdown until being hit or hitting an enemy.
-Fixed a bug where the party BAS meter does not update after the player is put into BREAK state.
-Fixed a bug where parrying certain attacks may still result in the player taking damage despite achieving a correctly executed parry.
-Fixed a bug where activated a Blue 'Imagine Cancel' would result in the player performing both a blue and additional color cancel at once. Now, only one should be performed at once.
-Fixed a bug where inputs during training mode while using "Input Display" would show twice.
-Fixed a bug where certain input combinations result in a different input being activated.
-Fixed a bug where the soft lock on icon would appear behind the player if the camera is turned away from the target.
-Fixed a bug wherein the paralyze status effect would not work properly.
-Fixed a bug where certain enemy parry skills would not activate properly.
-Fixed a bug where item drops quantities did not drop as designed, resulting in some item drops/picks up in the field being only 1 item when it should be more. This has been corrected to reflect the correct amount of items to be picked up/dropped.
-Fixed a bug where certain status effects were not properly displayed in tool tips.
-Fixed a bug where the Jump animation on "Blue Jeletan - King of the Beyond(Perfect)" would cause it to jump much higher than usual.
-Fixed a bug where Flair Skills that would heal a party member/user would not heal by the correct amount.
-Fixed an issue where opening a chest resulted in the item pickup jingle not playing.
-Fixed a bug where certain nodes in the "Memoryscape Menu" would show a skill video when said node should not show anything.
-Fixed a bug where pressing an attack button during the pause menu causes audio to play and for an attack to be queued when unpaused.
-Fixed a bug where OTGs would not occur in some situations.
-Fixed a bug where the OTG property would cause any attack with it to cause a "Knockup" property when hitting a target in the hard knockdown state even if the performed skill/attack is not a Knockup attack. Now, OTG causes the proper effect to occur while the target is knocked down. IE, if the skill causes a knockup and has the OTG property, it will launch the target while knock down, but if it has the groundbounce property instead it will perform a ground bounce instead of knockup.
-Fixed a bug where certain actions while in turbo mode occur at an incorrect rate of time.
-Fixed a bug where when 'Yellette' is set to an uncontrolled party member during battle certain skills will not work.
-Fixed issues where some audio is unaffected by audio settings.
-Fixed a bug where switching from a character using a charge skill while in mid air causes the character become stuck in the air.
-Fixed a bug where switching from or into a character using a charged skill causes VFX not to disappear.
-Fixed a bug where, when sprinting, control of the player is sometimes lost once the sprinting finishes.
-Fixed a bug regarding certain inputs issues when performing certain skills or attacks.
-Fixed a bug that caused a short delay after performing an attack or skill animation preventing smooth transition between attacks and movement.
-Fixed a bug that caused the lock-on reticle and the soft lock-on reticle to be at different positions.
-Fixed a bug where opening the equipment Menu on weapons, armor or accessories displays a "Use" counter intended only for consumable items.
-Fixed a bug where you could not unequip an accessory or consumable item when using the mouse pointer to hover over the equipment slot.
-Fixed a bug that caused abilities that alter MAG damage percentages and MAG reduction percentages to not work properly.
-Fixed a bug where the party menu character windows could not be selected sometimes.
-Fixed an issue where "Memoryscape Points" on the victory results screen are displayed as "RP". Instead, they are now displayed as "MP".
-Fixed a bug where a specific cutscene did not play correctly and was corrupted.
-Fixed a bug in which it was possible to trigger a tooltip during the results screen.
-Fixed a bug where paralysis did not work correctly, allowing certain attacks to still happen even when paralysis affects the character.
-Fixed a bug where armor damage and BAS damage were incorrectly calculated when an enemy or the player takes damage.
*Previous, nearly all attacks and parries would accidentally reduce both armor hits and BAS damage by a lower amount than planned.
-Fixed a bug where sometimes NPCs and AI party members would get stuck in a running animation until damaged or put into a hitstun state.
-Fixed a bug where sometimes Flair points gained after battle will be equal to zero.
-Fixed a bug where party member attacks caused hitstop and screenshake when not controlled by the player.
-Fixed a bug causing the player to become unable to switch characters.
-Fixed a bug that caused a character to become stuck while in training mode after switching characters and toggling party behavior On/Off.
-Fixed a bug where the Flair Meter would increase in situations where it should not. Previously, the meter grew much faster than originally designed due to a bug that caused the increase to occur twice. Furthermore, this allowed the second increase to bypass a check that determined attack frequency, forcing the meter to increase. This has been changed to work as originally intended, which makes it harder to increase the meter at higher levels.
-Fixed a bug causing face animation during cutscenes and similar instances to not work correctly.
-Fixed some missing colliders in "Ezelpor" that allowed the player to fall off the map.
-Fixed a bug where certain collection entries would not display properly. Furthermore, in some cases, certain collection entries would be duplicated when reloading a saved data.
-Fixed a bug causing a cutscene in game and it's following battle to be completely broken, they now play as normal and should function accordingly.
-Fixed a bug where EP, HP and BAS values would not reflect properly in the menu when changing Epithets on party members.
-Fixed a bug that caused the "Show realizations" button, while on the equipment menu, to not work as intended sometimes.
-Fixed a bug causing some sound effects to play even when the SFX setting is set to 0.
-Fixed a bug that caused healing skills to not heal the correct amount of HP when used.
-Fixed a bug that caused the buttons on the Epithet menu to not function correctly.
-Fixed a bug that caused the Auto-save function to stop working after entering and completing a battle. The auto-save would accidentally default to being turned off after a battle ended, which was not intended.
-Fixed a bug wherein an enemy's revenge counter is activated on death or after death or a skill/attack is activated on death, causing the enemy to attack even though it's HP is reduced to zero.
-Fixed a bug where enemy attacks could sometimes overlap or happen too quickly in succession and stunlock the player.
*Previously enemies had the capability to attack the player at nearly the same time, but this resulted in some issues with the player's ability to perform actions and thus impeded gameplay and game feel. As such, this has been altered to allow for a wider margin in which the enemies will be able to attack together, which will change depending on the difficulty.
*Normal and Easy use the new base timeframe.
*Hard has a slightly reduced window.
*Very Hard has a much shorter window.
-Fixed a bug that results in the second party members moving in random directions or returning to a previous position during battle/before battle/after battle. This was caused by a bug in the pathfinding logic, causing the character to try to return to a position after a cutscene when it should not occur.
-Fixed a bug causing the the collections menu to become locked if using a mouse and keyboard. This was caused due to an issue when selecting the scrollbar using the mouse. Circumventing it required clicking a button instead, but now the menu should work as intended even without having to click a button.
-Fixed an issue in the display of certain Item and equipment names in the menu. Due to a bug, certain punctuation in names was not displayed, this has been fixed and objects with it will now display as intended.
-Fixed a bug causing NPC characters to sometimes float in midair while walking or moving through the world.
-Fixed a bug that caused chests and unique item drops to be picked up multiple times in various ways.
-Fixed a bug that caused enemy drops and enemy field drops to contain the incorrect items.
-Fixed a bug causing certain quests to not fully complete, resulting in certain cutscenes or scenes never playing playing and items, experience and skills not being learned.
-Fixed a bug that caused certain interactable text fields to overlap while in the overworld.
-Fixed a bug that caused boss refights to automatically occur when interacting with the boss refight object while using a controller. A menu should have opened, but due to an error in how the inputs on a controller were processed by Unity the menu option to initiate a battle and the interaction happened at the same time, causing the battle to start without prompt from the player.
-Fixed a bug causing a certain chest to not open when interacted with.
-Fixed a bug that causes the quest markers in the City of Twilight to break and not work properly.
-Fixed a bug causing some characters to float or act strangely in cutscenes.
-Fixed a bug that caused a cutscene in the City of Twilight to not play correctly due to conflicts with another cutscene.
-Fixed a bug causing the "Switch Style" button on menus screens to not appear.
-Fixed a bug that occurs after the "City of Memories" areas turns night. When loading a save during this state, the time of day is returned to it's original point, which was not intended. Now, until certain conditions are met, the time of day will be night even if data is reloaded.
-Fixed a bug causing double jump to not work as intended.
-Fixed a bug in the save/load menu that caused the clickable area for the save and load slots to extend beyond the intended area which could result in accidental saves and loads.
-Fixed a bug causing certain audio to appear lower in certain cutscenes.
-Fixed a bug causing the "Tearise Jelly" enemy not to produce entries for the Bestiantaire.
-Fixed a bug causing certain weapons to not appear on intial attack when using Ermli or Yellette in her Jellied State.
-Fixed a bug in which attacks that should only inflict damage would also affect other mechanics and values they should not interact with, such as hits, flair meter, flair points and so on.
-Fixed a bug causing sfx audio to mute sometimes when too many occur at once.
-Fixed a bug in which some sounds on field enemies would still play, even if volume was changed.
-Fixed a bug that causes stats to exceed the minimum value of 1, resulting in certain attack healing a target or the target taking significantly more damage than designed.
-Fixed an issue causing shadows to not appear properly.
*Originally, this was caused due to a fix set in place to fix a particular shadow artifact bug, but it drastically decreased the quality of all shadows in the game. As such, this change was reverted and the unfortunate shadow artifact bug will remain instead rather than having significantly worse shadows overall.
-Fixed a bug where switching to the training area and then back to the main game map would cause an issue with movement to occur.
-Fixed a bug where the player could go upwards infinitely by abusing certain combo strings. A ceiling was added to all combat zones to prevent this, although the ability to juggle enemies in the same way remains.
-Fixed a bug causing certain animations to not play during the victory sequence after a battle finishes.
-Fixed a bug that caused a lens flare to appear in a location it should not appear in.
-Fixed a bug causing certain inputs to not change when using the settings menu to alter inputs.
-Fixed a bug causing auto-save to save while in training mode.
-Fixed an issue where when become a Jeletan that two weapons may appear. Now only one weapon appears.
-Fixed a bug causing audio in combat to sometimes clip or stack together.
-Fixed a bug causing enemy switching input while locked on to not work.
-Fixed a bug causing certain text values such as HP/EP to not reset when starting a new battle.
-Fixed a bug sometimes causing enemies to get stuck floating in the air during battle.
-Fixed a bug in which some attacks will still cause damage to the player despite being parried.
-Fixed a bug causing the incorrect audio to play in certain situations.
-Fixed a shadow bug causing shadow artifacts to appear.
-Fixed a bug where controller icons would not reflect the device used.
-Adjusted default, minimum and maximum volume settings on certain audio types.
-Changed the appearance of stat percentages on menus.
-Fixed a bug where the player can click out of certain menus when they should not be able to.
-Fixed a bug where rebinding an input to a stick direction did not use the specific direction and instead used any stick movement.
*Now, the correct direction will be applied when using a stick as a rebinding option.
-Fixed a bug where displayed stat values while in battle would not reset properly in certain situations.
-Fixed a bug where the Flair Meter would sometimes break and no longer increase or decrease in battle.
-Fixed a bug where auto-save would start as 'Off'. It now defaults to being on at 3 minute intervals.
-Fixed a bug where certain bosses that heal would heal for higher than normal.
-Fixed a bug causing enemy hitboxes to linger after they flinch and take damage, allowing hitboxes to hit the player or be parried without an attack visible.
-Fixed a bug causing enemy hitboxes to hit the player while they are parrying, at the same time an attack is parried or during invulnerability frames.
-Fixed a bug causing enemy attacks that use the "Groundbounce" property to cause the player's animations to break.
-Fixed a bug where enemy and player attacks did not properly utilize the "Breaker" property of skills and attacks.
-Fixed a bug in which Guardbreaks would not properly cause a slowdown effect to occur when it happened.
-Fixed a bug allowing the second party member, "Ermli", to be disabled even when not selected in the party menu.
-Fixed a bug causing multi-hit attacks immediately being destroyed when parried. Now, certain attacks require multiple timed parries in a row to avoid damage.
-Fixed a bug where the elemental defense stats did not work correctly, causing weakneses and damage to occur when they should not have. Now it works as intended.
-Fixed a bug causing enemy attacks to not work correctly while armored and taking damage.
-Fixed a bug causing picked up and dropped items to not give the correct amount of uses when added to the inventory.
-Fixed a bug causing the skill "Dusk Dreamer" to not work as intended.
-Fixed a bug causing audio on certain to skills to play in situations where they should not.
-Fixed a bug causing the enemy revenge feature to not work as intended in certain situations.
-Fixed a bug causing the player to get stuck in the "Status Effect" menu in the Training Mode Battle settings.
-Fixed a bug causing enemies to sometimes stop working completely in certain situations.
-Fixed a bug casuing enemy revenge to not activate properly in certain situations, allowing for the player to interupt them at unintended points.
-Fixed a bug causing certain enemy flair skills not to appear correctly.
-Fixed a bug causing stats to go into negatives when having empty accessory slots and switching styles in menus/in battle.
-Fixed a bug causing certain inputs to stop working when opening/closing the training mode menu and in other areas.
*More specifically, it seems this occured most often with the character switch input, allowing only one switch to occur.
-Fixed a bug causing the "Regain Will" realization and it's associated ability to not function correctly.
-Fixed a bug causing Jeletan/Ermli's parry/dodge skill to not activate when a perfect dodge or perfect parry was performed.
-Fixed a bug causing defeated enemies to remain on the battlefield if the player loses and attempts to retry the battle.
-Fixed a bug causing some equipment to no longer have stats on a reload.
-Fixed a bug sometimes causing enemies to attack simultaneously when not intended.
-Fixed a bug where enemy attacks do not cause hitstop.
-Fixed a bug where parrying certain enemy attacks do not remove VFX/attachements to an enemy.
-Fixed a bug in which pressing certain keys on keyboard may cause a debug function to occur, forcing the enemy to attack.
-Fixed a bug that would sometimes cause enemies to remain on the field when starting a battle. This resulted in several places of instability where issues in battle would occur such as there being no battle zone or enemies retriggering a battle.
-Fixed a bug causing the time to gain control after reviving a party member to be too long.
-Fixed a bug causing party members not to take damage after being revived.
-Fixed a bug causing the battle camera to go under the map when starting a battle in certain areas.
-Fixed a bug sometimes causing enemies to get stuck on certain geometry.
*There is a small chance this may still occur but hitting the enemy again will usually fix this issue.
-Fixed a bug causing certain collections entries to display incorrectly.
-Fixed a bug causing locations to be displayed while in battle.
-Fixed a bug causing autosave to occur in situations where it should not.
-Fixed a bug causing elemental damage reduction and weaknesses to not work properly in some situations.
-Fixed a bug causing on field enemy audio to not work appropriately in some situations.
-Fixed a bug causing the "Return To Main Menu" option to sometimes not work correctly while in battle or from the out of battle menu.
-Fixed a bug causing waypoint markers to break when reloading a save after using the "Return To Main Menu" option.
-Fixed a bug causing the lock on pointed to remain on screen even when not in battle.
-Fixed a bug in which the rare enemy 'Horizon Puddy' would not appear and would not drop the correct items or poop the correct items in the field.
-Fixed a bug allowing inputs to be used during the save/load periods or while the loading screen is available.
-Fixed a bug caused by saving in the final area of the 'City of Memories', preventing the first area, 'Uptown Twilight', from loading properly.
-Fixed a bug causing grass bending to not work as intended.
Changed:
-Adjusted the appearance of the "Heroic Sense" VFX to make them more readable, allowing for easier prediction of the type of oncoming enemy attack. -Altered the costs for the Blue Imagine Cancel: It now costs only 2 bars of HOPE Meter instead of 3 to better facilitate defensive usage. Yellow cancels remain at 1, Red remains at 2 and Purple remains at 3.
-Adjusted the angle at which the lock on camera will adjust it's maximum height when close to a target while locked on.
-Adjusted the base MP(Memoryscape Points) when starting a new game from 10 to 25.
-Adjusted the base MP(Memoryscape Points) gained by defeating enemies by +3 to better facilitate filling out the Memoryscape board without additional grinding.
-Adjusted the damage of certain enemies when attacking the player.
-Adjusted the stats of certain enemies to better prevent issues with difficulty.
-Adjusted the stats and abilities of certain equipment that can be equipped.
-Changed behavior on button press to advance dialogue so that it no longer stops dialogue audio and animations when the text box is skipped to the end of the text line. Instead, dialogue audio and animations are only skipped when moving to the next text box.
-Adjusted the properties of the 'Blue Jeletan Spit' enemy skill. Previously, this skill could inflict the "Jellied" status effect, turning the player into a Jeletan, but this has been removed. Now, this skill will only have this affliction on higher difficulties in the final version fot he game.(Currently not included)
-Adjusted the Status Effect: Flairseal, which prevents the user from using Flair Skills in battle. Previously, it lasted until removed by an ability or item, this has been adjusted to now be a temporary affliction on lower difficulties that lasts for 60 seconds. On higher difficulties, this ability will cause a permanent affliction that must be removed manually in the final version of the game.(Currently not included)
-Changed the final hit of Ermli's Ground and Aerial Combos; Now instead of launching the target, they cause knockback instead.
-Changed the sequence of events leading up to the final boss of the main story quest in Ezelpor.
*Previously, a long story sequence would play while at camp which would immediately lead into a boss fight.
*This has been altered to allow the player the ability to go to said location on their own rather than immediately bringing them into a boss fight with no preparation.
-When performing the last attack in a character's grounded or aerial combo, the name of the Combo used is now displayed in the skill box at the top of the battle screen.
-Non-Projectile Ranged attacks can now be parried
*The ability to parry these attacks still fall under the White = Parryable, Red = Unparryable rules; Parrying these types of attacks will not affect the enemy like a normal parryable attack, where the attack would decrease their BAS meter or stagger them, instead it will just negate the damage if the attack can be parried.
*Attacks that have a prolonged attack animation will require multiple parries
-Adjusted the length of invincibility frames the player has immediately after parrying an attack to allow for easier consecutive parries in the event of a prolonged attack animation and to make it easier to escape from dangerous situations.
-Adjusted how interactions are displayed for picking up items, opening chests and other picked up objects.
*Previously there would be no prompt when interacting with these objects, now a prompt will appear at the bottom of the screen.
-Flair Skills that heal a target are now affected by the "Luck/Crit" stat, which, when occurs, increases the percentage healed by 1.5x the indicated healing amount.
-Adjusted damage inflicted to a target's BAS stat by altering how BAS damage is calculated.
-Added a level modifier to BAS damage to a target
*BAS damage, which is based primarily on the attacker's BRK stat, increases by a specific amount based on the difference between the attacker's level and the target's level. The higher the attacker's level compared to the target's level, the more BAS damage is dealt, thus increasing the speed at which a target's BAS is reduced the further apart the levels are.
-Added the ability to toggle the display of the enemy health bar above the current target.
*By holding the "Lock on" button, the enemy health meter will toggle on and off. This is to allow easier visual clarity in battle when checking for enemy attack indicators and other abilities.
-Adjusted the visuals of some character specific VFX to make it unique to characters and easier to identify.
-Changed how some skills are performed by a party member when not controlled, specifically for Yellette's spells, which would sometimes not properly work when used by AI.
-Adjust the rate at which paralysis affects the player and enemy, both having decreased chances of triggering a paralyzed state when using attacks, skills or taunts.
*Adjust the damage dealt to the BAS meter of the player and enemies; Additionally, adjust the amount of armor damage dealt to both parties.
-Adjusted the position of the enemy health bars and how the enemy health bar moves around the screen.
*The behavior of the health meter changes depending whether or not you are locked on or are using the unlocked camera. It has a wider range of movement while unlocked, but it may conflict with other screen elements. While locked, it has a much smaller range, keeping it localized to a smaller area to fit with the enemy's particular placement in the camera view.
-Adjusted camera tracking, responsiveness and movement overall.
-Adjusted the base RP(Realization Points) used for equipping realizations in the menu from 5 to 10. This better facilitates the ability for the player to customize their build using realizations. Costs for realizations did not change.
-Adjusted the amount of base RP increased on level up by 1. Now, when a party member levels up, they gain 1 base RP. Previously, this would only occur on specific level goals, but this was changed to match with the altered gain of MP and thus the speed at which the player would learn new abilities that could be equipped.
-Items in the inventory menu now display the item type and item count in the item detail window.
-Item images are now displayed in the equipment menu when selecting items to equip.
-Adjusted the behavior of enemies and how often they attack.
-Adjusted the display of character names in various places in the game, specifically for the naming of the Jeletan, Ermli, before she receives a name from Yellette. Instead of being displayed as "Ermli" as soon as she joins the party, instead she will be displayed as "Jeletan" on various screens. After certain conditions are met, her true name will be displayed as Ermli.
-Adjusted the calculation of Flair Points at the end of battle. Now, depending on the final rank, flair points are multiplied with a rank bonus in order to better align with the rewards and bonuses for other point values based on it.
-Adjusted the rate at which the flair meter increases and decreases. Additionally, increased the amount the gauge is increased by certain attacks and actions.
-Adjusted hitstop handling to improve game feel.
-Adjusted slowdown in certain situations to improve game feel.
-Adjusted the amount of damage NPC party members take while in battle.
-Adjusted the EP cost for some Flair Skills.
-Adjusted the length through which the player and enemies remain in BREAK state and how this length is calculated.
-Adjusted the amount of BRK damage dealt to targets.
-Adjusted the way directional inputs are handled and detected, improving responsiveness for flair skills and any directional abilities.
-Adjusted the BRK/BAS entries in the "Stats" tooltips.
-Adjusted the BREAKER/Guard Break entry in tooltips.
-Adjusted damage calculation for elemental defenses, allowing for these values to exceed 200% to a maximum of 300%.
*If the elemental defense stat exceeds 200%, then that value instead heals instead of dealing damage.
*The higher the value above 200%, the more an attack of that element will heal the target, with 300% dealing the full damage of the attack as healing.
-Adjusted how a character reacts when recieving an attack that would heal due to an elemental resistance beyond 200%.
-Adjusted the UI element for the Item Wheel Cooldown, better depicting what it is for.
-Adjusted how certain flair skills work in battle.
-Adjusted the VFX for skills and normal attacks to allow for better visual clarity.
-Adjusted the appearance of enemy attack flash VFX
*Altered the appearance of enemies during this period so that enemies themselves also flash the corresponding color of the attack flash to make it easier to read.
-Adjusted the appearance of certain VFX for the 'Imagine Cancel' skill.
*The User flashes the color corresponding to the type of Imagine Cancel used.
-Adjusted the appearance of a guardbreak/entering of broken state.
*The Broken target flashes red as their guard is broken/entering of broken state. Furthermore, text appears denoting the status.
-Adjusted the apperance of text for item usage.
*When an item is used, associated text will display over the player character's position showing what item has been used by name.
-Changed the AI behavior of non player controlled party members to be more useful and for them to use a wider variety of attacks and combos.
-Adjusted the percentage stat changes for multiple status effects.
-Adjusted UI for the party menu.
-Adjusted the behavior of enemies when there are more than three enemies at once in the battle zone.
*Now, having an additional party member active will pull a certain amount of enemies away depending on how many enemies are active at once.
-Adjusted the MP cost for nodes in the Memoryscape Menu.
-Changes Yellette's Parry Counter Skills(Ground/Air)
Added:
-Added additional UI elements to better represent certain changes while in combat.-Information Text Added to settings menu and all settings options.
-Added Date and Time to save data information
*Save data created prior to this update will show up as "Unknown" in the date information section, but will be updated when overwritten.
*Previously, it could be somewhat ambiguous what certain settings change/toggle, so now a text box explaining the option appears when selecting or hovering over a setting or the settings menu button.
-Added an Opening Cutscene to the game displaying the game trailer and featuring the Opening Theme.
-Added additional objects in battle to display up to '6' Nightmare Principalities to better illustrate the amount the player has to use when playing as Yellette.
-Added a meter denoting the amount of hits needed to increase the player's Nightmare Principality when the player is equipped with the 'Nightmare of The Principality' realization for Yellette.
*This meter is directly to the left of the Principality counter on Yellette's battle portrait.
-New Realization Added: LON's Order: Increases the speed at which chargeable flair skills charge by 1.5x the normal charge time.
*Exclusive to Yellette when she levels up to a specific level.
-New Realization Added: Black Freeze Arrow: Increases Yellette's base air combo by 1, adding an additional finisher to the combo. A Juntild attuned magic attack made of ice strikes a target and causes knockdown.
*Exclusive to Yellette once she levels up to a specific level.
-New Realization Added: Jam's Dolph Zoke(Ermli): Increases the user's base air combo by 1 by adding an additional finisher to the combo. A Corpal attuned burst of Jeletan Acid strikes a target and pulls the target towards the user.
*Exclusive to Ermli once she levels up to a specific level.
-New Realization Added: Dill Brand: Loam: Increases Yellette's base ground combo by 1 by adding an additional finisher to the combo. A Gigto attuned magic explosion surrounds targets and launches them into the air. Is an OTG.
*Exclusive to Yellette once she levels up to a specific level.
-New Realization Added: Jam's Dolph Strash(Ermli): Increases the user's base ground combo by 1 by adding an additional finisher to the combo. A Corpal attuned geyser of Jeletan acid launches targets from a distance and can be used as an OTG.
*Exclusive to Ermli once she levels up to a specific level.
-New Combos added for Ermli
*Spread the Jam: A grounded combo used to hit enemies in a wide range around Ermli and launch them into the air. Hits multiple times.
*Royal's Valesti: An aerial combo used to hit enemies in front of Ermli using the 'Breaker' property which then results in a ground bounce.
-Added new skills to certain enemies.
-New System Added: Beyond Flair Skills
*Beyond Flair Skills are powerful super moves that cost 1 bar of the HOPE Meter and a significant amount of EP to deal high damage to all enemies. They have powerful utilities and effects, but cost a lot to use.
-Beyond Flair Skill added for Yellette/Yellette(Jelllied): Drag Slave - One of LON's Ultimate Magic of Nightmares, born from the amalgamated dreams of those who fear LON, the Lord of Nightmares. Fires a blast of powerful Eandro/LON attuned existential energy strong enough to destroy a city, dealing significant damage to all targets.
*Inflicts Darg Baza: Slow and RES Down 2 onto enemies hit.
*Grants Yellette max nightmare wings and RES Up 2 to the party.
-Beyond Flair Skill added for Ermli/Jeletan: Jeletan Majesty -By sacrificing 75% of it's body mass, a Jeletan can create a weapon of dense Existentia and strike it into the ground, creating a massive explosion of Existential energy.
*Inflicts ATK Down 2, BRK Down 2 and MAG Down 2. </color>
*Grants 'Hyper Mode' to the user and heals the party by 30%.
-Game difficulties added when starting a new game and from the system menu. Difficulty can be changed at any time freely from within the system menu while in game and does not have to only be selected when starting a new game.
*Before the Horizon(Easy)
*To The Horizon(Normal)
*At The Horizon(Hard)
*Beyond the Horizon(Very Hard)
**Features and mechanics exclusive to different difficulties are subject to change and adjustments. The difficulties included are not completely reflective of the final difficulties to be added in the full game, so please expect them to change or be adjusted in the final game.
-Added Normal moves to the equippable list of skills that can be equipped to the 2 assist slots per style.
*Previously, moves that were considered "Normal Skills" that were performed using the normal attack button would not show up in the Skill equip menu. This how now been changed so that they appear and be equipped like other skills.
-Added UI elements to better signify when an Assist skill is used and which character is performing said assist.
-Added a symbol legend to the out of combat menu.
*Displays the various symbols on realizations, flair skills, the memoryscape menu and status screens and displays what they are.
-Added stats to the 'Status Menu' that display Physical/Magical Damage Reduction percentages and Physic/Magical DMG Increase percentages to better represent how much of each is being changed.
-New System Added: Style Points(STP)
*The Style Point system is a mechanic introduced into the game that awards additional EXP, MP and GP to the player when a stylish action is executed. Skills such as performing a parry, perfect parry, perfect dodge, breaking an opponent, etc, will award the player with additional bonus points for particularly stylish actions. In the prototype, there are only a handful of actions that will result in Style Points, but in the full project this will be increased to further encompass additional mechanics and systems.
-New System Added: Flair Point Bonuses
*Flair Points gained during battle by performing stylish attacks, skills and actions are now converted into bonus MP, GP, Koine and EXP at the end of battle. Each value has a maximum cap of bonus that can be received due to the Flair Point cap now being set to exactly 9,999,999 flair points per battle. This value may change in the final game as well as the conversion rates for each point that can be gained from it.
-Added UI elements to the Collections Menu categories to better illustrate when any of the categories are updated.
-Added new entries to the Collections Menu
-Added new images to most tooltips to better illustrate what the tooltips are for.
-Adjusted the teleportation speed for the Flair Skill "Nightmare Trick" allowing for quicker use.
-Added tooltips to the 'Status Menu' screen, allowing the user to select the various stats and values and view a tooltip explaining their function and purpose.
-Added additional inputs to be customized in the Combat Controls menu.
-Added new dialogue to the potential overworld dialogue.
-Added new chests and items to areas as well as enemy drops.
-Added new attacks, combos and skills to some enemies/bosses.
-Added tool tip for elemental defense stats.
-Added new skills for Yellette:
*Genocide Slave
*Instant Genocide Slave/Instant Genocide Slave: Next
*Fluerette Waltz/Fluerette Waltz EX
-Added status effect display while in battle.
*When a status effect is applied, it will appear on screen as text, similar to damage numbers.
*When a status effect is removed in any way(items, skills, over time, etc), it will appear on screen as text, similar to damage numbers.
-Added new skills for Ermli:
*Royal's Desperatio
*Red Hot Pyre(Learned on level up)
-Added new visuals for certain pieces of equipment.
-Added Achievements to the game
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As always, if you are experiencing bugs and issues, please feel free to contact us on our twitter, join our discord channel to submit a bug report, or send us an email via the address posted on our profile! Any feedback is helpful and appreciated, regardless of what it is.
Changed files in this update