A Journey through Consciousness - Facing Alpha Nemesis - BiMonthly Log #4 (no video) - 02.09 - 17.10.2023 (BiMonthly Updated)


Working on the final part of design before restarting the coding and rearrangement of the project. Since I feel everything will be changed from ground up. Need to finish one last Excel spreadsheet database of the mini effects created and some "tags" regarding them so I can easily find them when I need to create all other skill sets for the greater foes.


I am taking it slower with this, since for some reason this period was pretty hectic. Though I had a lot of spare time I could barely focus on anything much... But well, I am well though. Huggies! >:D<


02.10.2023

<> Continuing with the grand table of minor Effects. As well as any possible change to them, as well as adding new ones.

<> Continuing with player's kit. Added a few new abilities marked as "Racial", to fit into the new concepts added (Race).

<> Added Exotic Resources to player's Crafting Inventory, which allow the more complex Potions to be Crafted as well as different abilities. Numbers used also have meaning on their own, which doesn't take any balance issues into account.

<> Changed Stability effect description to show it gives Immunity to those Ailments instead of "unaffected by". Also added Application effect to synergise with having Stability (minor Effect) on. If the minor effect is active when Stability (boon) is gained, Stability (boon) gains +1 duration. Boons and Ailments have a 4 round max duration cap.

<> Added "Ward" effects that prevent first damage of a specific Type.

<> Added "Leech" effect (Dark Favor) that reduces target's base damage dealt by 33% and caster heals for 50% of that (rounded down).

<> Added "Sabotage" effect (Debuff): reduces next damage of specifc Type by 50%.

<> Player gained 2 Racial abilities which I always wanted in: "Sweep" and "Vision Scan". This will be in line with a new set of abilities recently added, yet mainly obtainable through Combo effects.

<> Stealth will have certain "weaknesses" that the player can detect, since protagonist can make use of Vision Scan to reveal hidden characters if they match same Vision Color with their weakness. This is only for enemies.

 >> Using each Vision Scan comes with a corresponding weakness.

 >> AI will probably adapt to use such damages when one is Stunned.

<> Added a few Trap effects, Gadgets and Runes that are mainly acquirable through Combo effects (39 effect in total). The Runes have 0 AP cost, thus disregarding the round action limitation.

<> Added Regeneration (Buff) and Poisoned (Dark Utility) new Mini Effects.

<> Corrected a few mini effects' descriptions to better reflect their function (avoid confusion for me and player respectively). Changed "Refreshed" (Debuff) to remove a boon instead of Ailment from target, as intended.

<!> Some Mini-Effects will last 2 rounds instead of 1 if they are applied in Main Phase 3.

<> Created a "mini Shield" effect defensive option.

 >> These Shields trigger AFTER regular Shield effects (those obtained from abilities).

 >> These Shields trigger BEFORE Barriers and Armor effects.

 >> Omni Shield triggers after Shield effects, ofc, but BEFORE mini-Shields, as separate value.

<> Added Resistance as another defensive option.

 >> It's a % value which adds itself to the % damage reduction of Block / Dodge + Evasion after a failed Block / Dodge.

 >> Shortly: adds itself to the damage reduction formula only when FAILING to Block / Dodge.

 >> Starts at 0%, caps at 20% for all.

 >> Does not protect versus Loss of Life (obviously, because damage is NOT Loss of Life).

 >> DOES NOT HAVE A DURATION, though effects may induce value manipulations for certain durations.

<> Added Barrier as a protective value. Similar to Shields, yet it reduces damage 2:1 versus same Element (60 damage depletes 30 Barrier).

 >> Barrier protects only versus damage 1:1, or 2:1 vs same Element (Thorns, Elemental, Arcane / Unholy).

 >> Arcane Barrier protects only versus Loss of Life 1:1!

 >> Barries always trigger AFTER Shield effects.

 >> Barrier caps at 60 for player. Different Difficulties / challenges may alter this value.

 >> Barrier caps at 30 for minor foes. Major foes will have different values.

 >> Siphon Barrier is a different genre, which triggers when all other Barrier values are 0.

<> Added Armor as a protective value. It reduces damage by its value accordingly:

 >> versus specific Element if [X Armor], e.g. 10 Earth Armor will always reduce Earth damage by 10.

 >> Arcane / Unholy Armor will reduce only Loss of Life.

 >> Armor is always reduced by -3 after the calculation, minimum cap is 0.

 >> Maximum value will cap at: PHYSICAL || ELEMENTAL || UNHOLY

    <><< MARTIAL >><>             15          10           8

    <><<   MAGE  >><>              5          20          15

    <><< SUPPORT >><>             10          15           5

    <><< Minor Foes >><>          10          10          10    (typically)

 >> Always trigger after Shields and after Barriers.

<><>-->> Defensive Effect Line: Shield effects -> mini Shields -> Barriers -> Armor.

  >> In the case on mini-Shields, Omni Shield triggers before Thorn / Elemental / Unholy Shield.

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