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A Journey through Consciousness - Facing Alpha Nemesis - BiMonthly Log #6 (no video) - 31.10 - 12.11.2023 (BiMonthly Updated)


31.10 - 12.11.2023

<> Added 2 new Mini Effects: Enfeebled (Debuff) and Purity (Buff).

<> Celerity can now affect a target once per round, so as to avoid any spamming of it. It will harden AI coding, but it'll remain so for now.

<> Improved the effects of Ancestors' Weight (Hex), adding a bit of Mark synergy.

<> Lingering Blight (Hex) description correction. Added a minor buff to 1 sub-effect if target is the Nemesis (small Mark synergy). Added an effect that counters its inherent Removal chance reduction to prevent this Hex from lowering its Removal chances too much. It's duration and CD can still be changed indefinitely.

<> Vampiric Delight (Hex) effect rework, allowing it to inflict -phobia Debuffs + 2 Dark Favors and grant player access to boons, making it feel a bit more like a Hex effect.

<> Siphoning Vortex (Hex) renamed into Enfeebling Vortex. Reworked effect, having it include the newer map-targeting mechanic, pulling in enemies, apply Enfeebled and Weakness (conditionally) and permanently reducing ATK. Transcendence Level +3 allows the reduction of max HP. Abysmal amounts for ATK and max HP reduction, but it feels far more like a Hex. CD reduced from 4 to 3.

<> Minor effect description correction for Dora's Forsight (Debuff) to make it less confusing and self-contrasting.

<> Added effect duration for player's version of the Mini Effect "Simplicity" (Buff).

<> Minor effect description correction for Refresh (Buff), so as to be understandable that "target" is the one damaged by the affected ability instead of the caster of the ability (target alone as a word was confusing). Also added "single-target" clause to avoid spaghetti coding XD.

<> Wrote in the description of Fragility (Debuff) that the Buff removed is removed with all its stacks, which is opposite to boons that are removed by this Mini Effect.

<> Effect additions to player's Transcendence Levels, giving more insight on some of the ability lines one gains access to as they'd Transcend. This is specified in the abilities' description, however these new Passives should also present it for ease of finding. More focus will be given to these new Passives as the skill function-changes approach an end. A new wave of changes and adaptations will be done for player's skills after the Passives are written to ensure all the synergy I may want to add. Some new effects like Void Shroud and Void Breech haven't been presented yet, don't have a mechanic set up yet and depending on that, they may require more or less ability interaction (gain, loss, preservation, prevention of loss / gain).

<> Prosophobia (Debuff) has been classified as hidden effect and ends after first trigger.

<> Violaceous Insignia (Insignia) effect change and adapted to newer mechanics. Changed its initial % numbers to lower values, bonus Chaos damage is increased per Transcendence Level. Chaos Resistance buff reduced from 75% to 65%.

<> Blazing Inferno (Elemental Spell) adapted to a newer form, including a personal effect, as well as an improvement on reaching Transcendence Level 4.

<> Spine Chill (Elemental Spell) base damage and max damage increased. Added 2 more Improvement choices.

<> Frozen Waste (Elemental Spell) complete rework. Added option to create a Water Field, added Frost damage possibility as well as synergy with Void Shroud, Mini Effects and Marks.

<> Ether Combustion (Elemental Spell) rework, increased CD from 4 to 8. It is set as an exception in the Elemental-Infusions' function. CD reduction from Improvable effect increased from -1 to -2 rounds.

<> Coral Drain (Obstruction) had its effect changed for foes affected by Retribution (Mark), allowing the player access to the Steal mechanic.

<> Elemental Spells had their new effects slightly adapted to a player's necessity: " foes" was, in places, replaced with "units". This shows that the Elemental Spells affect not only enemies, but also Constructs, Devices, Relics, Symbols, Totems and any other possible entity that has HP. Player doesn't have a reliable way of disposing of these.

<> Elemental Finale (Passive) had its effects changed for Elemental-Infusions' removal.

  >> Stone-Bonked grants the same Ether Rocks as before, player can gain / lose 11 Mana instead of 6, and costs no AP (therefore will not count towards the ability limit / Phase). Still remains an instant-cast.

  >> each deals a specific damage on removal now. When Combustion is removed (Except through Ether Combustion) by any 1 Elemental-Infusion, the Elemental-Infusion that removed it is also removed (normally) and has it's removal damage trigger 2x instead.

<> Atychiphobia (Buff) had its effect rework (previously useless) to that of preventing the next ability failure / Stun (Debuff) application. This Mini Effect is now also "hidden".

<> Harness Inner Majesty (Attack) had its "Use 2x Ether Core" Improvement changed from "tiles affected become Chaos Field" to "Overwrite into Chaos Field". This means any Types of Field present there are erased, and the main Field Type of those tiles becomes Chaos.

<> Netherwarp (Attack) slight effect rewriting to make it clear that the player has to be in range of any Remodulon (Device), instead of enemies.

<> Cinderstrike, Harness Inner Majesty, Harness Ether Resonance and Netherwarp are now classified as single-target Attacks, and have also been added on Siphoning Strikes' (Passive) tooltip as abilities that trigger it.

<> Ka-Ryü Ayówakaara (Ascension Path) had a line removed from its description, since it was about disabling abilities gained through the "Trainer" ability Type. This is now irrelevant after the removal of the 3 Trainers. Netherium Chaosite, Entropic Heaviness and Thaw'maturge's Tor were removed as Trainer abilities (redundant) but their name still remains, and are gained automatically (instead of having to buy them each time) through the Transcendence Level Passives.

<> Added 3 new Elemental Spell abilities for player named "Nether Traversal", "Ether Shift" and "Divine Descant" so as to include Chaos, Psychic and Holy as Elements that player's Elemental Spells would deal.

<> Added mini Shield properties for protection versus Physical and Loss of Life Elements (were missing) for both player and the 1st enemy (which from will be copied to all the others after I finish with any further property changes, so I don't end up copy-pasting them again and again and waste hours in doing so, since each of these actions requires minifying as well in order to add in RPG Maker).

<> Mini Shields have been added a max limit of 50 value.

<> Extended on the "Racial" ability Type for player, adding "Breaching the Mental Panopticon" and "Transcending Physicality's Panopticon" (Racial, Passive). These have no CD and therefore are unaffected by any effects that manipulate Racial abilities' CD.

<> Each of the 2 above-mentioned abilities has 1 purpose: 1 quest-like ability which requires player to deal a certain amount of Psychic and Chaos damage respectively (player's main damage Types) per Transcendence Level in order to gain a bonus versus specific Ailments' application chance. If the bonus is not gained, it can no longer be gained.

<> New resources are intended to be given to player for different purposes, being granted through a 3rd Racial, Passive ability named "Slide into the Void". This grants access to Exotic Resources (or classified as Tier 5, 6, 7 and 8).

<> Created ways (design-wise) for now for Essence of Amrita to be gained, and added them in Ascension Level 1's description.

<> Added max limit and the fact that when reached, 1x Vial of Amrita Essence is gained automatically.

<> Created a Passive named "Void Breech Bazaar" where Void Breech resource can be used.

<> Created a new Attack ability for player, called "Adaptive Warp", which becomes significantly better with Transcendence Levels. Allows attacking with a damage Type of own choice (to make up for Thrilling Dance's exact effect which was removed).

<> Created a few new Minor Effects.

<> Created a Heal skill for player, to be in line with the other characters.

<> Intimidation (Buff) also protects against Abilities disabled, Attacking disabled and Crafting disabled (there was no counter to these effects).

<> Temple of Silence (Utility) is no longer global (may have become abusable in some cases I think) and only has effect on self. It grants 2x healing received and resources gained (Mana, Tokens, Resource, Adrenaline, etc.) instead.

<> NOTE: Abilities disabled does not affect the following ability Types: (general Potion) Crafting, Heal and Racial. Drinking Potions is also not affected, though it is an ability (it's more of an action).

<> Created Temple of the Voice (Dark Favor) version for player, since the default one had no use to the player.

<> Removed the term "special success chance" from the description of all general Potions. Realigned writing.

<> Created a limit for Movement Point gains (1x / round), just like with Celerity, to prevent overgain.

Same limit applies to Action Point gain, however limit is 1 / Phase. Added these 2 as properties to both player and first enemy (from which will be copied to the others).

<> Added the newer Trap and Ground Marking abilities (general, not character-specific) into map tile's properties. These properties will apply to each map in turn.

<> Added the new effects to the Ailments' and boons' descriptions, yet will be saved as pictures at a later time (to replace the current effect descriptions that exist in the game).

<> A new template is being thought for for Mini Effects. Boons' and Ailments' template has been changed slightly, adding a background color instead of that typical white and rearranging some pictures surrounding the text so that they don't cover the text anymore.



< Ailment changes >

<> Staggered also discards Thorn, Earth and Psychic Auras (any of them is present, max 1 anyways, except 1 case) and also applies Frailty 1 round on removal.

<> Deep Wounds also removes 2 stacks of Regeneration (Buff). Slight effect writing simplification. Reduced the base Loss of Life dealt during the End Phase from 12 to 8.

<> Crippled applies Thornstruck 2 rounds on removal / loss instead of dealing 10 Loss of Life.

<> Added the duration to the Debuffs applied by Poisoned, also mentioned that vampiric healing is also reduced, as intended.

<> Numerous minor effect description rewrite to sound less confusion or to give more exact detail.

<> Heal-Lock now shows that vampiric healing is also affected.

<> Heal-Stun no longer reduced received (vampiric healing). Effect rewritten to be much shorter, removed a part in the effect that was repeating itself and now no longer applies Incapacitated on removal, applying Clumsy (Dark Utility) instead.

<> Frozen no longer permanently removes Fire / Water reistance permanently on loss / removal. It now can no longer be applied if target has Fire Aura / Water Aura. This effect was added in the description of Fire and Water Auras.

    >> Added Auras as interaction with Ailment changes.

<> Cauterised can no longer be applied if target is under Fire Aura.

<> Fear can no longer be applied if target is under Death / Psychic Aura.

<> Blindness can no longer be applied if under Light / Death Aura.

<> Inhibited can no longer be applied if under Nature / Poison Aura.

<> Diseased can no longer be applied if under Light / Holy / Nature Aura.

<> Taunt can no longer be applied if under Psychic Aura.

<> Confusion can no longer be applied if under Psychic Aura.

<> Knock Down can no longer be applied if under Thorn Aura.

<> Battered can no longer be applied if under Arcane Aura.



< Positive Effects (boons) changes - quality of life improvements, slight synergy with Auras / Fields >

<> Regeneration gained an increase in base End Phase healing / boon, however it also gained a limit. Added a minor buff if corresponding Buff is present (same name Buff). Owner can gain Regeneration (Buff) on failed Removal attempts of this boon. On removal / end, also gain 1 Hed'rýír Carving (general Rune).

<> Blessed gains slightly better effect if under Light and/or Holy Aura.

  >> Added Weakness to the list of Ailments automatically converted into healing, with this healing being reduced from 30 / Ailment converted to 20.

<> Purified overwrites all tiles in range 1 of target into Light Field. Each healing instance also removes 1 Debuff on target, to be more in tune with its name, with a limit of once per ability that heals.

<> Regeneration was changed to remove 1 Debuff on apply if in a Water Field from Water Aura. Also gained an End Phase effect that recovers 18% missing HP and Mana to be better suited with its name.

<> Clarity small buff to Mana gain if target is in a Light Field. Also target cannot be disabled if inside a Chaos Field.

<> Resilience had its damage reduction changed from -2% and -5% respectively turned into -2 and -3 respectively.

<> Impregnable also provides Immunity to Poisons and Poisoned (Debuff). Also grants Thorn Aura (2 rounds).

<> Endurance changed from reducing FIRST damage by -75% to reducing all damage received by -25%, further increased to 40% if in Earth Aura. No longer ends after trigger.

<> Stability has been added Removal / End effects, which apply Earth Aura, Protection (Utility) stacks (x2) and Solidified (Buff) for 2 rounds.

<> Iron Will converts those Ailments into 1x stack of Motivation, apart from the, becoming the other boon for the remaining duration through convert action.

<> Alertness slight description change: added Token of Mindfulness (Favor)'s new duration (2 rounds). Also provides +10% Block and Dodge.

<> Though they are not specifically boons, they are classified as boons, Block, Dodge, Evasive, Elusive and the new Aegis have been rewritten their effects to be adapted to the newest mechanics.

<> Sanctified also grants Holy Aura for 2 rounds.


< General Potions changes >

<> Potion of Clarity (general Potion) now allows target to choose what Ailment to automatically convert. Its secondary effect was changed to "If no Ailment is present on self, choose 1 Hex or Curse to automatically cure instead". Initially it said choose 1 Negative Effect, which means Ailment, Hex or Curse, but conditional required no Ailment, which could confuse some people. The description is now more direct and correctly shows the intended effect.

<> Potion of Resistance changed slightly, reduced duration to 1 round from 2 and granted possibility to consume 1 Buff OR 1 boon instead for extra effects (slight nerf, however more choice).

<> Reduced base duratio of Potion of Elemental Play from 2 rounds to 1, now also allows the consuming of 1 Buff to extend its duration by +1. Simplified its effect.

<> Added consume 1 Buff effect to Potion of Invigoration as well. Removed its condition to grant Regeneration (needed 4+ Debuffs on self to gain Regeneration). Max HP gain / Buff was moved to the consume 1 Buff effect.

<> Rewrote Potion of Elemental Choice's description to be easy to understand.

<> Added the duration of Mist (1 round) to Potion of Enveloping Mists' description.


< Aura effect changes - thanks to Minor Effects having been finalised >

<> Incorporating Minor Effects in Aura's application / removal effects.

<> Water Aura's apply and removal changes, now applies Vigor, max HP gain moved to removal / loss effect.

<> Thorn Aura (Physical) deals the 4 Loss of Life in CROSS range 1 (up, down, left, right) from range 1.

<> Earth Aura grants Quickness (Buff) for 1 round instead of the provisory max +3% Earth Resistance effect (was at a loss of effect ideas XD).

<> Wind Aura no longer grants Knock Back immunity, but grants Stability (Buff, 1 round). The Buff prevents the NEXT Knock Back OR Knock Down instead.

<> Lightning Aura's removal damage reduced from 10 to 6.

<> Nature Aura's apply effect (healing) moved to removal effect. Now gain 1x Potion of Strength on apply. On removal / end, this Aura heals 7 / Buff on self (max 20) from flat 11 healing. No longer gain Purified.

<> Poison Aura no longer automatically applies Poisoned in range 1, increases Poison Resistance by +10%. No longer deals Poison damage in range 1, grants 1x Potion of Invigoration on loss / end.

<> Chaos Aura: apply effect rearranged for clarity. On removal / loss it no longer removes Mana from foes in range 1, it grants owner 1x Nether Cuddles (Gadget) - these newer effects also need integration.

<> Light Aura allows the choosing of 3 Debuffs to be removed instead of automatically curing 1 Hex, Curse and Ailment (a bit too stronk for an Aura effect).

<> Added Arcane Field as a possibility, since Arcane Aura exists. Added all Combo effects, including the new "Distortion" Mini Effects created as a response to the "Fired-Up" (Buff) branching to each Element.

<> Planning a rearrangement of the Aura effects, as well as Combo Field effects.

<> Planning on adding the Combo Effects: Assimilator, Disruptor, Breaker, Nullifier (these were in the game ideas).

  >> Combo Assimilator will grant caster the Aura of the MAIN Field of the tile they are in.

  >> Combo Disruptor will apply only the "Foe" effect of the Combo (no ally and self gain).

  >> Combo Breaker will apply only the self and ally effects as well as discard enemy's Aura(s).

  >> Combo Nullifier will apply all effects normally but will reset all Combo Fields in the affected tiles.

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