A Journey through Consciousness - Facing Alpha Nemesis - BiMonthly Log #1 (no video) - 15.08 - 05.09.2023 (BiMonthly Updated)


I'd rather swap to a biweekly posting routine. Daily posting feels kind of awkward, since I'll have more productive days and days when I'll barely do a thing. Been somewhat busier, since a friend is in town and spending some time now and then going out. Finally the unbearable heat is gone for now so I feel a bit more human.


15.07.2023

<> Added properties for Knock Back strength regarding Hallowed Witch's skill "Repulsion".

<> Corrected Rejuvenation's (Favor) duration to 4 rounds from 2. (as it is)

17 - 18.07.2023

<> Removed a redundant property from minor foe "Duelist Female"'s ability "Deflect", since it only acted as a double for another one.

<> Finalised with the changes to minor foes' properties.

<> Doubled the code for minor foe's summoning, so that it is used (1st half) only when the characters spawn for battle AND, in a separate case: turn back to default all values of any of the minor foes on Defeat / Departure.

<> Wrote the code for minor foes' damage reduction abilities, has to be tested and minified, since one code fragment returns "1010" without it having to prompt any value (or return anything). This was observed through a random run of the written code.

<> Decided that Deflect (Attack) and Counterattack (Attack) - Duelist Female minor foe - do not trigger at the same time, and 1st triggers over the 2nd. Vice-versa is also plausible.

19.07.2023

<> Added a property to Resilience and Sanctified (boons) that counts the number of stacks owned (for each minor foe).

<> In doing the above there have been multiple corrections of the property IDs for most minor foes, incorrect IDs that occured from the countless of changes that occured to these properties. These changes need code minification after copy-paste from one minor foe to another. At time I forget to change the ID afterwards. Any changes to these properties that has to be adjusted for each minor foe really take their time.

22.07.2023

<> Started rework on Se-j Yyayi-kaara Rözantróffa's abilities (mini-boss, not a minor foe).

<> Adjusting all the effects' descriptions to the actual writing patterns.

<> Simplifying the effects and setting the final values for Elemental Communion (Passive), making the elemental combination effects simpler (more logical also).

  >> if Fire, no longer grants extra ATK, it removes 1 Negative Effect from allies. No longer deals the Water damage it also used to to enemies.

  >> Removed the heal on allies from Water interactions.

  >> Wind now grants Celerity to allies, this boon doesn't have application sources anyways.

  >> Earth no longer deals Knock down (to differentiate it from Wind) on foes, yet it deals Staggered for the round.

  >> Lightning increases Block and Dodge by +10% for allies instead of Celerity 2 rounds (this boon no longer has a duration).

  >> Chaos provides +20% Chaos Resistance for the round to allies.

  >> Reduced Blindness duration from 2 rounds to 1 round regarding Light Element-interaction.

  >> Added Psychic and Sonic Elements (newer ones), since she has been written long time ago. Added corresponding effects for the 2.

<> Added her new ability "Glyph Mastery" (Passive) which will present the effects of the minor and major Glyphs. Will also now include their effects, since I don't remember whether these actually had effects thought of. No descriptions have been found.

<> Created new effects for each minor and major Glyph. Explaining their mechanic.

<> Added a new ability: Alchemist (Passive), explaining how Elixirs and Potions work, as well as speed and size parameters.

<> Changed effects of each Elixir and added according ability Tags.

<> Elixir of Clarity no longer has chances to cure the 4 Ailments, it applies Clarity (respecting Elixir's name) which does the same thing (large size only).

23.07.2023

<> Specified that all Elixirs and Potions can be Crafted and given in any Phase, unless otherwise specified and that they each cost 5 / 7 / 9 / 10 Mana to Craft (size dependent).

<> Elixir CDs apply individually per Elixir size Crafted. The CDs are for Crafting, not giving.

<> Elixir of Concealment now has 2 uses, up from 1. CD set to 1.

<> Elixir of Clarity now has 2 uses, up from 1 / 2 / 3.

<> Elixir of Stability's CD set to 2.

<> Elixir of Gases gained CD: 3.

<> Elixir of Competence effect changed, CD set to 4.

<> Elixir of Wealth CD set to 4, added a new effect: "Any ally using this Elixir grants caster -1 CD on all Elixirs."

<> Elixir of Prosperity provides Resource, a power which minor foes are not accustomed to, therefore also provided this resource's Mana conversion value. CD set to 3.

<> Elixir of Quickwit CD set to 3.

<> Elixir of Quickening grants +% Evasive ssc instead of Dodge (ultimately a buff). Grants 1 Movement Speed instead of saying "target can move 1 extra tile", CD set to 2. Restricted to Engage Phase only.

<> Se-j Yyayi-kaara Rözantróffa no longer uses Parchments, Sigils, Signets, Basic Recipes, Basic Scrolls and Empty Vials (redundant mechanics). These were Craft materials, however newer Crafting uses Mana mainly. These materials are used for Runes by other enemies; Runes being a different mechanics.

<> Changed Elixir of Storing's effect, reduced number of Uses from 2 to 1. CD set to 5. No longer limited to self-cast.

<> Changed Elixir of Supply's effect, reduced number of Uses from 2 to 1. CD set to 5. It remains limited to self-cast. Now grants healing, Mana and a Shield versus damage and Loss of Life when the effect ends.

<> Basic Potion now has 4 sizes and grants caster 15 Mana on use (returning slightly more than the Craft price of any of the sizes).

<> Se-j Yyayi-kaara Rözantróffa now has Crafting costs for each of Curative Reagent and Toxic Reagent, and will be able to Craft these as well (previously only obtainable from hitting enemies and allies respectively with own Attack. Since there is just the player as enemy, Toxic Reagents were hard to obtain, leading to this character not being able to be the Potion and Elixir Crafting factory she was designed to be. :3 Also added a 10 max limit to each of the 2 Reagents.

24.07.2023

<> Added the "Death" Element to Se-j Yyayi-kaara Rözantróffa's Elemental Communion (Passive) and added it corresponding effects for "Foes" and "Allies".

<> Continued changes to Se-j Yyayi-kaara Rözantróffa's ability kit. Potion ability Type changes. Adapted them to the [Elemental Field] mechanic, as they were initially intended. Added corresponding Tags to each Potion.

<> Added all 4 sizes to Potion of Healing, as well as turned it into a Light [Elemental Field]. CD set to 2.

<> Potion of Mana has its Mana values restored slightly reduced for 4th size to be introduced (initially had 3 sizes). Removal of Mana Poisoned is updated to current mechanics, where the Potion sizes give a certain +% special success chances that are added to the Ailment's BASE Removal chances to calculate whether it is successfully Removed or not. Now it creates a Nature [Elemental Field].

<> Potion costs updated to 5 / 11 / 18 / 24 from 5 / 8 / 10 / 12 Mana to justify some of the stronger effects that will be received.

<> "Life-Balance" Concoction and Potion of Mana Recovery have also been updated to 4 sizes, and adjusted to an [Elemental Field] each. Their CD is set to 5.

<> Potion of Bitter-Renewal has been reworked and turned into a Death [Elemental Field]. CD set to 7. Now brings defeated allies back to life starting next round, but in a weakened state.

<> Absinthian Might (Potion) has been reworked to provide flat ATK bonus for 2 rounds and max HP and Mana for allies permanently, while inflicting Death damage on foes and lowers Poison Resistance for 2 rounds. Settled as Poison [Elemental Field] and CD set to 6.

<> Potion of Intellect rework to grant allies % ssc Clarity and (depending on size) Action Points, while inducing Chaos damage and Mana loss on foes struck. Settled as Wind [Elemental Field] and CD set to 6.

<> Added a new ability: Elemental Field Mastery (Passive) that grants Se-j Yyayi-kaara Rözantróffa's [Elemental Fields] the default 2 rounds duration and each [Elemental Field] now also influences tiles they activate on (multiple are possible) and influence all units standing on such tiles in 3 ways: constantly, per tile moved on OR once during each End Phase.

<> Potion of Absorption reworked to grant affected allies a Shield protecting versus damage and Loss of Life (does not protecc vs each element, it's just an "HP Bubble"). On allies it gains extra strength per Positive Effect and performs other functions, like removing all Shields on struck foes (last 2 sizes). CD set to 5. Settled as the 3rd Water [Elemental Field].

<> Bottled Storm (Potion) reworked as a Lightning [Elemental Field] that deals damage to foes and applies Weakness. No ally effect. CD set to 5.

<> Rearranged Common Events that deal with reseting the minor foes' values when defeated. The common part triggers only once, only the part that enables the minor foe (at the beginning of any combat scene) and adds +1 to the live enemies' number are placed under a conditional. This way they only trigger at the beginning of a combat scene and never when a minor foe is defeated.

<> Above rearrangement reduced the memory size of project's Data folder from 29.9 Mb to 29.2 Mb, as an example of memory improvement. :3

<> Rearranged the code in targetDies() function so that the disabling of the minor foe that is defeated happens last, after the reset of property values. Since these also reset defeated_timer to 0, it no longer is a problem, because the following code sets that value to the correct one (_defeated_timer_default).

<!> Must rearrange all the effects regarding minor foes' damage calculations (damage reductions and amplifications).

25.07.2023

<> Stink Bomb reworked to have only Jumbo size, settled as Nature [Elemental Field], changed effect and CD set to 8.

<> Bottled Inferno reworked to trigger certain [Elemental Field]s depending on size, no effect on allies, CD set to 7.

<> Gale Potion reworked, has a different effect depending on size, settled as Wind [Elemental Field] and CD set to 6.

<> Bubble Brew reworked, settled as Earth [Elemental Field], applies Ailments to foes and CD set to 5.

<> Rock in a Bottle (Potion) reworked as well, settled as Sonic [Elemental Field], deals delayed knock back and Earth damage, CD set to 7.

<> Contaminated Brew (Potion) reworked as well, settled as Elite ability (still Potion) and as Death [Elemental Field]. Now deals Loss of Life and revives defeated and Departed allies. CD set to 11.

26.07.2023

<> Wrote code for the map-targeting event, and extended it so that enemies' locations are also shown.

<> Streamed for 4 hours and worked around the algorithm that would show the minor enemies' ID on the map ground-targeting event designed for player to cast AoE abilities.

<> The algorthm worked partly due to numerous errors in the writing of some great events.

27 - 28.07.2023

<> Corrected multiple instances of wrong eventID values given to properties.

<> Some PBS main event had a few minor foes' ID written wrong, some of the characters would spawn wrong in 1 of the 14 preset groups, and group 2 enemy 6 wasn't marked as alive, resulting in them not being displayable. All of these and several other such errors were corrected.

<> Tested the event and the IDs spawn correctly.

<> Discovered a minor writing of a stat property for Peasant Male, corrected for each. Shortened the name of some of Peasant Males' and Peasant Females' property names (should do the same for the other characters as well).

<> Slightly changed base Resistance stats for the major foes (not minor ones, this was done a while ago). Adjusted them to fit major foes' profession, also added the "ATK" column to the Excel Spreadsheet.

<> Applied the stat changes to Se-j Yyayi-kaara Rözantróffa, not yet introduced in the game.

<> Started creating Se-j Yyayi-kaara Rözantróffa's skillset property values.

<> Also started adding Se-j Yyayi-kaara Rözantróffa's supportish abilities' features to minor foes' property database, since they may end up playing with her in the team. Not yet decided if these minor foes will encounter major foes, yet I know if they will, Se-j Yyayi-kaara Rözantróffa will be one of those, since I love the derp faces this hottie elf milf.

29.03.2023

<> Continued with Rözantróffa's skillset property creation.

<> Changed Rözantróffa's Death [Elemental Field] for allies (defeated timer reset) from "constantly" to "once during the End Phase".

<> Rözantróffa's Psychic [Elemental Field] for allies no longer grants Stealth (constantly) and +5% Psychic Resistance (constantly). Now Negative Effects have -12% application ssc on allies.

30 - 31.07.2023

<> Continued with Rözantróffa's skillset property creation.

<> Reduced duration of all Elixir of Quickening sizes to 1 round (from 2: Medium & Large), CD increased to 4 - there is an Elixir that reduces CDs for caster when drunk. Also slightly lowered the +% Evasion received (from 20% to 18% for Medium and 27% to 25% for Large).

<> Changed Elixir of Quickening's description to state that the Elixir grants 1 Movement Point during the Engage Phase, instead of 1 Movement Speed during the Engage Phase. It's the same thing, but speed needs to be improved BEFORE the Engage Phase so that benefit exists.

<> Changed Elixir of Storing: triggers its gains for caster at the end of duration instead of each time someone who drank it would use an ability (for code-writing easiness).

<> Elixir of Storing can have multiple size effects active of the same time, still 1 can be cast / round. Also reminded that max HP and max Mana cannot go beyond 999!

<> Updated Basic Potion's (Attack) description to state it is also an Attack, besides a Potion.

<> Added a 2 rounds CD for each Potion's size that is Crafted (independent CD, each size of a Potion has it, as well as a Throw CD).

01 - 03.08.2023

<> Continued with Rözantróffa's skillset property creation.

<> Increased "Life-Balance Concoction"'s Throw CD from 5 to 8 (since there are 4 sizes and it prevents being Defeated for this round: 4 sizes with 5 CD each meant it was pretty spammable. Also caster has access to Celerity, and won't be the only ally so).

<> Renamed Potion of Mana Recovery to Potion of Mana-Flow so as to better suit the name.

<> Specified that Potion of Bitter-Renewal's Crippled application duration is 1 round.

<> Created Immunities to each Element which were added to Peasant Male 1 at that moment. These were added in the player's property code for future use.

<> Minor keyword color corrections in abilities' description.

<> Changed Bottle Inferno's (Potion) effect to no longer grant +8 trigger damage per any of the 3 [Elemental Field]s affected. Effect didn't make sense since a tile can only be affected by maximum 2 [Elemental Field]s at a certain time. Effect was changed to +8 trigger damage if affected by ANY of the 3 (functionality wise effect stays the same).

<> Completed the addition of Rözantróffa's skillset properties. :3

<> Decided on the tiles that will represent each of the [Elemental Field]s visually. The last one triggered will be the one showing, they will be translucid as well as a 3rd on triggering will cancel the first.

<> Changed tilesets to allow the addition of the [Elemental Field]s visual tiles. Completed [X].

<> Starting to write the code for the [Elemental Field]s' effects' trigger. Wrote only for the effects that trigger per tile moved, for both allies and enemies. Implemented in game, will be tested some other time.

<!> Code for constant effect trigger (1) and trigger on End Phase once (3) will be implemented also. (1) triggers at the beginning of each Phase, despite saying "constantly"; this is to prevent Parallel events from running uselessly in the background.

<> Implemented the [Elemental Field]s' duration reduction for each possible tile, at End Phase.

04 - 08.08.2023

<> Minor correction to keywords of Pechtýrowicz Lapszún's skill description for "Spawn Angel Witch".

<> Writing the code for Rözantróffa's Elemental Fields' constant and on-End-Phase trigger.

<> Adding Rözantróffa's Elemental Fields' effects to player's database (to also be able to check whether affected or not).

<> Changed Rözantróffa's Chaos Elemental Field's "Foes" effect (-13 Mana loss) from "constantly" to "per tile moved" to prevent a more powerful effect. This way it was toned down.

<> Started removing the limit towards Positive Effects and Negative Effects on any target (player and foes alike). Too much code to verify these limits each time. There will be made ways to counter the swarm of Ailments and Negative Effects.

<> Updated Regeneration's effect: heals 5 HP per boon during End Phase (up from 4), increased special success chance to remove each of the 5 Ailments from 60% to 72% and added new effect "Upon removal, target heals 25 HP".

<> Updated Blessed's effect: added a 30 heal on application and 1 Token gain (where possible) and on Removal / duration end - 1 Resource gain (where possible) - player does not use Resource.

<> Updated 3 Potions with a new effect: "Consume 1 boon on self for a greatly increased Potion effect". This affects the general Potions (those that can be Crafted and used by everyone).

09 - 13.08.2023

<> Initiated a simiplification of many effects, since coding their interaction with others will be a piss and I am not immortal. XD

<> Changed the effects of each Positive Effect to have (in general, no all) 3 types of effects: on application, duration and end effect / on removal. This is similar to Guild Wars 1's Dervish profession's Enchantment abilities, which I really love. :3 Typically, they were slightly simplified in effect.

<> Changed player's "Twisted Mercy" (Operation) ability. Simplified effect description, now it needs to target a Departed foe, range upgraded to global from range 3. No longer needing to afflict the target with the Hex before Defeating them. Hex is applied on targeting. Range was made global to allow easier use on a skill that may not be used too long. Shield and values remain unchanged.

<> Added a 12% Removal special success chance for the Siphon stacks of "Twisted Mercy" (Operation) - previously didn't exist. Shield gained through Assimilation (Obstruction) is no longer removed when Assimilation is removed by Revival. Healing was changed from target's 25% max HP to 25% of own max HP (since player can increase their own max HP).

<!> Highlighted the keyword "automatically" in Advanced Stealth (Operation), which requires the effect to be reapplied to skill.

<!> Must also add timer property for Stealth and Advanced Stealth (where application for A.S.) for each character.

<> Cerulean Gateway (Passive, Device) can now spawn on terrain-midified tiles (previously it couldn't and has no sense).

<> Started changing the effects of Staggered and adapt them to the new apply-duration-removal / on end mechanic, while somewhat simplifying their effects as well as the effects' readability.\

<> Finalised the changing of each boon and Ailment to a new format, added properties for each part.

<> Added properties to each minor foes for each of the changes done through time. These can be so time consuming, especially when in succession.

<> Several other property-related changes.

14.08.2023

<> Created a sexy new presenter-character that will show some quotes and be preceeded by a Continue Choice, allowing player to enjoy a break from the game until they press the button. This will be used for all cases when an effect is applied / removed, so that player can instantly press Continue and resume game or enjoy a break if they so will. Much better than a text box, or a 3 second display Gab Window (these can get tiresome in time and consume time).

<> Also created some variations of the sexy presenter-character :3 She will bear the name "Sindora", resembling protagonist's sister (in this world and life only).

<> Rearanged some properties for characters, added new ones to showcase any case of a stat being disabled (like healing, or attacking), instead of endless IFs that would check each such case.

<> Created pictures of the presenter-character and added them in the game.

<> Started rewriting the code for player's Negative Effects' application, and adapting the event to their new effects.

<> Split the Common Event regarding player's Negative and Positive Effects' application into 4, each dealing with a specific function and having 1 switch each. Though there will be 4 common events instead of one, and 4 switches instead of one, the amount of code will be the same, however it is more optimised to be distributed in more, but smaller events rather than all be clumped into a single, endless one.

15 - 27.08.2023

<> Continuing with the rewriting of player's Negative Effects' application.

<!> PROBLEM (effect incompatibility): There is a problem with Diseased, since it removes Resilience stacks, however 1 Resilience stack can prevent its application!

<> NEW RULE: when an Ailment is applied and their countering boon is present, the Ailment is automatically removed (may still trigger some Application effect though, in some cases) and the boon automatically ends as well

<> Corrected Shattered's description, since it was a wrong copy-paste effect. Adapted the old effect (was ommitted during the effect chance for whatever reason) with an Application Effect (that removes 1 of each of Potion of Defense and Resistance). Initial effect is now treated as Duration Effect.

<> Shattered no longer has a countering boon, which means if that initially-countering boon is present on a target it is no longer removed.

<> Corrected keyword properties (lack of underline, wrong color) for Confusion, Knock Down, Impregnable, Stability.

<> Finalised Ailment application code for player. Started on Ailment Removal code for player.

<> Corrections done on the code for Ailment application for player.

<> Added a new effect to Knock Down's Removal effect: "No effect if it's already present". The word "it's" has been colored as Ailment keyword to underline that it refers to Lethargic. Lethargic won't receive +1 to its duration in this case if it's already present.

<> Added a few new properties where needed to Ailments (as per the need).

<> Added Bleeding to Ailment Removal for player (was skipped accidentally).

<> Finalised the Ailment Removal event (for player).

<!> Next on the list are boon addition and removal (for player).

28.08 -

<> Changed Impregnable (boon) to also add Potion of Defense and Potion of Resistance Potions' effects when gained. This grants the effects (and BASE effect of Resistance) of these general Potions, not a Potion itself (usable item).

<> Added a few extra properties here and there, as needed. Added a property to player that measures the amount of Mana gained, which will be used for each instance, exactly like with healing.

<> Created a Common Event skeleton for Mana gain and loss (respectively) calculations (additions and reductions).

<> Updated Resilience (boon) effect to offer reduction in damage AND Loss of Life (small flat amount, yet per stack), and removed the "automatically convert Battered and Shattered into extra stack for each" effect.

<> Resilience still converts Battered and Shattered automatically, yet now it does so into a Shield that protects versus ALL sources. Shield is small, but increases by Ailment removed (the base value) and per stack (the extra value) AFTER any stack addition (since each stack added triggers this effect).

<> Resilience max Shield will be set to 100, and it's a generalised Shield, not specific for each source.

<> Shield value is NOT lost upon duration end of Resilience entirely, nor when it is converted or Corrupted.

<> Also added a Removal effect to Resilience.

<> Wrote the code for Sanctified and Stability, rearranged the order of Ailments displayed in Stability's effect in alphabetical order.

<> Finalised the code for boons' application.

<> Changed code in numerous places to add limit checkers for max HP, max Mana and Potions (when receiving) as well as checking whether their number would go below 0.

<> Added a limit of maximum 4 general Potions per character, lowered from unlimited. Typically I'd want the AI to not stack on those. But since the game is meant to also be logical, no one can have more than a few Potions anyways.

<> The above-mentioned limit is a GENERAL limit, not per general Potion.

<> Adding missing properties to each character, as per the additions that occured, since this was delayed for a lot of characters due to it being a very lengthy process.

<> Added Immunity to many of the Ailments so that this property will be used instead of going through each effect that would induce this.

<!> Above has to be added to the coding of Ailments' application.

<> Added all the missing properties to each character, minified them and added them in the game. Also added some new ones for future needs, these also being in the game.

<> Removed all redundant dosens of properties the player had, since they were related to old effects (boons and Ailment pre-change).

<> Added a new property to each foe (player had it) that counts the total number of general Potions. The max general Potion number refers to the total general Potion number (how many a unit has) and does not apply per each general Potion - can have max 4 of any OR a total of 4, comprised of any combination of general Potions.

<> Corrected a wrong property attribution to Militia Male 2 and 3 and also added number 3's missing properties for boons and Negative Effects.

<> Added the special effect of Endurance upon application as well as removed it (if it didn't get to trigger) upon loss / end of duration. This property existed, but was not written in the code. XD

<> Blindness no longer Removes Alertness on application, since Alertness is a countering boon, and to prevent Blindness' application, Alertness will be removed anyways if Clarity is not present (another countering boon).

<> Blindness now automatically removes the effects of Potion of Relief, Strength and Intellect.

<> Effects of some Ailments ended up in an antithesis where "they remove a boon on aaplication", yet they have no effect if THAT boon is active.

  >> Confusion no longer removes any boon on application. It will remove Alertness OR Clarity, depending on which of these 2 is active, since each of these is a COUNTERING boon.

  >> Alertness induces Confusion Immunity, so Confusion cannot remove Alertness.

  >> Crippled no longer removes Stability due to same reason.

  >> Bleeding is no longer countered by Purified, since Bleeding is commonly applied, and is stack-based, resulting in a constant countering to Purified.

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