A Journey through Consciousness - Facing Alpha Nemesis - BiMonthly Log #2 (no video) - 05 - 17.09.2023 (BiMonthly Updated)
06 - 18.09.2023 - these are just a bit of the changes, since they are so many I don't want to invest the time in it. And some things are better left for later. Always.
>> Feebled Healing no longer removes Regeneration, but removes Endurance now. Blessed and Purified are already quite targeted by many effects.
>> Heal-Lock no longer removes Regeneration for the same reason.
>> Heal Stun is no longer countered by Regeneration and Iron Will for the same reason.
>> Incapacitated is no longer countered by Alertness and Clarity for the same reason, it's now countered by Stability.
>> Poisoned no longer removes Purified for the same reason. It now removes Regeneration.
>> Taunt no longer corrupts Iron Will for the same reason; now it removes 1 Potion of Strength on application.
<> Each Ailment's addition now checks for the countering boon, where possible and applies correct interaction.
<> Each Ailment's addition now checks for corresponding Immunity, where possible, applying correct interaction.
<> Each Ailment's addition now checks whether the Ailment is present already or not, applying correct interaction.
<!> Incapacitated has been arranged in code so that it doesn't increase in duration if it's already applied and would be applied again. <!>
<!> Added a "ManaLoss" property that will represent each instance of Mana loss that would be inflicted, where needed.
<!> Added "_Battered_affectedWhileShattered" and "_Shattered_affectedWhileBattered" to player to show how the debuff was triggered, with the other Ailment present or not. This is needed for when the inflicting Ailment is lost / removed and their own debuff gets reset (player gains back the lost %, yet this way it'll happen correctly).
<> Above 2 will have to be added to each foe as well. :3
<!> FANATIC ABILITY KIT CHANCES (updating to a more modern version)
<> Adding Tags to each ability.
>> Stalwart Defender (Passive): color changes for keywords. Adapted to modern effect style. Also specified that Blessed and Favor gained are actually Favors, not the boons with the same name.
>> Proof of the Holy is now an instant Craft resource.
>> Reduced Aria of Comfort's (Aria) max stack from 10 to 5 (Unrest stacks).
>> Purity of Design (Passive): color changes for keywords. Removed the damage reduction and damage absorption effects related to Proof of the Holy resource. Turned into a much more complex version.
>> Aria of Recollection's (Aria) max stack reduced from 6 to 5 (Unrelenting stacks).
>> Changed the effect of Soothing (Favor).
>> Aria of Recovery (Aria) no longer removes Heal-Lock, Feebled Healing and Heal Stun, yet grants Immunity to these instead for its duration.
>> Great changes overall to Transcendence (Passive).
<> Created a status effect for Fanatic named Transcendence which s achieved by reaching max stacks (5) of each of the Aria abilities.
>> Test of Faith (Death Pact) only becomes available while Transcended (new status effect).
>> Meditativeness (Death Pact) had its name changed to Test of Resilience. Improved its effect to also grant a Shield versus each damage Type and Loss of Life respectively, also adapted the effect and description to the first Death Pact's effect type.
>> Protective Strike (Attack) has been improved, effect gained the ability to choose between 3 "upgrade" effects at the cost of Resource or Tokens.
>> Vengeance Seeker (Attack) can now Resurrect an ally irrespective of how many allies have been defeated.
>> Created a new Passive named "Signet Bearer" that improves the Fanatic for each Signet equipped.
>> Changed the effect of each Signet.
>> Removed the 4 Aura effects from Fanatic, though interesting design, they were moved to Thaumaturge for now.
>> Fanatic gained Holy Shield in return, a powerful effect protecting them from damage and increasing in strength with each certain action.
>> Transcendence (Passive) changed to grant Purified permanently, instead of Regeneration. Regeneration is gained "permanently" some other way. It's not permanent, it is gained for 1 round each round, allowing it to trigger its application and removal effect as well.
>> Re-added the Auras to Fanatic, since it may suit them, having Light, Holy, Water and Fire Auras. Holy Aura is only gained now when Holy Shield is active, no longer requiring Water removing Light or vice-versa (harder to code).
<> Started working on minor foes' Ailment application CE.
<> Corrections to player's Ailment application CE on code order for each Ailment.
<> Fear got reworked to force 1 step movement away from source instead of 2 (easier to code) and deal 25 Loss of Life instead of 30. Immunity to it was preserved. Can be reverted any time with ease.
<> Added Aura removal and gain effects. They will also have different effects depending on what Combo Field they trigger / end in.
<> Created new effect Types, named Mini Effects. These will be the results mainly of Auras triggering in Combo Fields. These are: Buffs, Debuffs, Utility, Dark Utility, Favors and Dark Favors. Most of these effects will counter one another, however not always by contrasting effect Type, like a Buff can counter a Dark Favor, or a Utility is countered by a Debuff (and vice-versa). These effects exist in pairs which will contract one another specifically and no other. (Favors already existed as ability Type, but are more complex).
<> Changing Stealth effects for regular characters. Updated player's Stealth Removal Resist chances to be greater than regular foes' by +5% and 10% respectively.
<> Added Potion of Erudition, Potion of Elemental Play, Potion of Invigoration, Potion of Revival, Potion of Elemental Choice and Potion of Enveloping Mists as general Potions.
<> General Potions removed from player, and created new Potions, specifically for the player (still under creation, since their effect will be much more complex). Player will still have access to the initial ones through Stealing.
<> Added the idea of "Race" as a possible property in game (no one has it yet), but among the Minor Effects added there definitely is "Xenophobia".
<!> Started reworking player's kit. <!><!> Aimed to generally make effects less complicated but no less complex character complexity and ability cohesion. <!>
>> Broke Mastermind's Intricate Mechanics into some of the first Passive effects it initially had. The purchase-type effects were moved to a new Passive named "Void Bazaar".
>> Created 4 Levels of Transcendence, and added 1 Passive effect for player, presenting each.
>> Removed Chaos Dimension Stabiliser (Passive / Trainer) and its limitation to 1 purchase. The 3 Trainers that one had access to, yet could only choose 1, are now all available, allowing player to use all abilities.
>> Added Tag to Siphoning Strikes (Passive) and corrected keywords' writing.
>> Removed Netherium Chaosite, Thaw-maturge's Tor and Entropic Heaviness as Trainer abilities. Their corresponding abilities are gained automatically upon reaching the required Transcendence level.
>> Added halving of damage and Loss of Life received for Ka-Ryü Ayówakaara (Ascension Path).
>> Pain Harvesting and Chaos Traversal (Passives) have both been removed.
>> Exploit Confusion (Passive / Distortion) now applies Incapacitated for 1 Phase, no longer disabling enemies for the whole round. It is now restricted to being used only during the Engage Phase, added in ability Tags. Duration remains 1 Phase.
>> Cinderstrike's 2x Ether Core upgrade has automatic application of Cauterised (changed from 35% chances).
>> Lightning Strike (Attack) became Shocking Advance.
>> Discharge (Attack) range decreased from 2 to 1. Created the Hunted (mark) mechanic.
>> Added a new Attack ability named "Netherwarp".
>> Change to Nemesis (Operation): the effect "Nemesis" that this ability applies is now classified as a Mark, to be in tune with the new Mark mechanic. No longer lasts indefinitely, lasts 3 rounds.
>> Exploit Vengeance (Operation) range increased from 3 to 4. Completely new effect. Was renamed as Karmic Retribution (as a reminder of an Advent research from Sins of a Solar Empire). Changed to instant cast and is no longer a Hidden Effect.
>> Added new Operation ability named Judgement.
>> Changed Stealth and Advances Stealth description to be more fitting as well as player's version. Lowered Move Speed in Stealth, gain 1 Move Point on casting Stealth instead of losing up to 1. Advanced Stealth also lowers Move Speed, yet am glad that effects were finalised on both regular version and player's improved one. Set ability Tags for each version. Now it also is linked to player's new mechanic: Void Shroud.
>> Complete change of effect for Crimson Denial.
>> Complete effect change for Crimson Defiance. Changed to instant cast.
>> Complete effect change for Coral Grief.
>> Complete effect change for Coral Drain. Now can only be used during the Engage Phase and has effects adapted to suit Mark mechanic and are Transcendence related as well.
>> Rework of Craven Lullaby's effect, added Crafting as Stealth-cast ability (doesn't remove Stealth upon being cast).
>> Increase number of Cerulean "Gateway" from 3 to 4. Improved effect to also be on par with Transcendence Levels. Made a link with own Remodulons, so as to make skills more synergistic, though it's gonna be a piss to code XD. Added them the possibility to spawn with Advanced Stealth.
>> Reworked Amethyst Iridescence's (Obstruction) effect. Now it is tied to Transcendence level 3 and can only be used during the Engage Phase. Now it's Stealth-cast.
>> Added means to check if player is affected by an Aura or in a Combo Field.
><>These properties are under variable 883 (player) and under the Stealth variable (minor foes).
>> Alabastrine Approach effect change, tied to Transcendence Level +3. Completely changed Translucid instead of removing it. Translucid changed from Favor to Distortion.
>> Quirk ability line tied to Transcendence Level +2.
>> Changed Quatherlikedrón's (Quirk) Poisonplough effect to apply Poison Aura at Transcendence Level +3.
>> Remodulon's cost was reduced to 1x Ether Core from 1x Ether Kernel. Craft Speed is 1 Phase. Set Speed is instant.
A Journey through Consciousness - Modern Day Chapter / facing Alpha Nemesis
https://www.youtube.com/channel/UC1l_PlhqBt0tRh4mPG_ckvg?view_as=subscriber
Status | In development |
Category | Other |
Author | Annwfn |
Genre | Adventure |
Tags | facing-alpha-nemesis, personal-battle-system, RPG Maker MV, Singleplayer |
Languages | English |
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