
Games / 3DCG
The new patreon password is: wrong
New scene in the town hall! Is what I had time for...
I've started reworking the combat, finally.
It will be a bit whack for 1-2 updates, but grab the cheat skill and you're good until the work is done.
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💼 Plot/Scenes💼
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Added the fourth Interview/Report session in the Town Hall, along with renders/animations!
Improved some of the previous animations.
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💼 Gameplay💼
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You can now fight Sea Raiders on the Northern Sea overworld Map
Added new sprites for the Sea raiders
Some new Weapon sprites for bows/swords/daggers
You can now fight Tribal Nekoharans on the Southern Desert overworld Map (They show up on the map after CH6)*
Adjusted balance/functionality of some skills
You can now control Window opacity in options (for dialogue and menus)
Added Plugins, which gives you a simple overview of party/enemy status, including current buffs/debuffs etc, in battle.
During battle: right click and select "Enemy Status" or "Party Status". Right click to dismiss.
Still working on the status descriptions, some might be empty
Might add some more visual flair to it in the future
If you apply state: Blind to an 'Evil Eyballs' enemy, it can't use eye-related attacks.
Some map touch-ups (visual), mainly the snowy areas
New art for the AOE targeting circle during combat
More variation of the AOE targeting art
Rebalanced some skills and updated descriptions
Improved/rebalanced some consumables
Some improvements to the Cheat Room
Changed behavior of some skills
Added new skills for some Party members
Anvil will now use 'skills' instead 'melee', she'll be able to use some elven trickery on higher levels.
Added some Icon art, and edited some old ones
Lots of new gear (mainly rings/necklaces) with various effects added to the loot lists. More to come.
At the moment the gear can be randomly found in chests and such, but I'm planning to have hand-placed gear as well in specific locations.
Characters now have two eqipment slots for rings, 1 slot for a necklace, and one for an accessory item.
Gear/Skills with multiple elemental damage types are now possible ...This didn't work previously.
I am testing different Cache settings and such, let me know if there's any sudden improvement (or de-provement) in loading times or performance compared to the previous version.
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💼 Bugfixes💼
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Added in a failsafe if the 'cinematic bars' doesn't disappear at one point in ch6
Direction fix for Northport, if you approached it from the 'wrong' side, the sprite would switch momentarily
I fucked up when editing some code for the options, so please report any option or menu related issues. I think I fixed it all, but you never know...
Fixed a bunch of bugginess with the Town Hall scenes, like bust not disappearing, or the scene not properly triggering, or all of them playing one after the other... came up with better way of handling the 'code', so should work better now
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