A Journey through Consciousness - Facing Alpha Nemesis - BiMonthly Log #8 (no video) - 18.12.2023 - 07.01.2024 (BiMonthly Updated)


Delayed this for 1 extra week because this year I finally feel more energic and willing to work more on my project.

While this may look like small changes, there was a huge number of things to do on properties, and changing them takes so much time while also being repetitively annoying...


< PLAYER >

<> Finalised Attack skill set properties (according to last version changes).

<> Player can now spawn Cerulean "Gateway" on tiles where there are other enemies as well (there's gonna be a lot of code, so many of the things can get simplified).

<> Changed Ether Traversal's effect (Device) to include Mind Burn's duration and explain what happens on teleporting to chosen Remodulon.

<> Finalised Device skill set properties (according to last version changes).

<> Finalised Operation skill set properties (according to last version changes).

  >> Rearranged Advanced Stealth's description to reduce all confusion regarding the damage reduction.

  >> Initial effect part is the general Stealth effect (non-player), other 2 effect parts are for player only.

<> Added a max value to the damage reduction obtainable from Crimson Defiance (Obstruction). Max is -20.

<> Correcting effects on each Obstruction ability to make them less confusing, adding duration and other minor details, correcting keywords' colors.

<> Finalised all Obstruction abilities' properties.

<> Finalised all Quirks' properties, keyword corrections and extra necessary detail addition.

<> Corrected some errors in the descriptions of Exposed and Wearried (Debuffs).

<> Full rework of Essence of Intimidation (Essence), making its effect much simpler and easier to code.

<> Finalised all Essence abilities'properties, keyword corrections and extra detail addition as well as description simplifications.

<> Finalised all Gadget abilities' properties, keyword corrections, slight effect changes, detail additions and adjustment to the new Gadget function for player (no longer Set on the ground to trigger effects, like Traps would).

<> Created a new set of abilities named Talismans (15) that are instant actions and will provide help for the player. Available without Transcendence Level.

<> Created 2 new Passive abilities that revolve around Talismans' usage (Chaotic Grace (Racial, Passive) and The Hedron Provides (Passive, Heal). 1 of them is also a Heal ability, now player has 2 Heal Type abilities.

<> Finalised the creation of the Potion ability line for player.

<> Gave up on the new Exotic resources and abilities mentioned a while ago (Tier 5+ Exotic resources) since an extra utility would make player a bit too much to handle and their mechanic would be somewhat redundant since most people seem to prefer brain-dead material, and this creation simply doesn't tend to favor that.

<> Finalised the creation of the Hexes' properties for player.

<> Finalised the creation of the Elemental Spells' properties.

<> Finalised the creation of the Racial and Heal abilities' properties.

<> Finalised the creation of the Talisman abilities' properties.

<> Finalised the creation of the Potion abilities' properties (player).

<!> RULE: Ailments (Freeze) cannot increase Cast Speed beyond 1, since the continuation of Crafting from 1 Phase to another will require a huge amount of coding for some characters to check which skill they are still using so as to keep casting it. Stun locking characters in such situations will most likely screw up the AI.

<> Corrected a few Dark Favor effects (added duration and slight description changes), saved them as pictures, replacing the older versions.

<> Finalised the creation of all original minor foes' ability properties (the first 10 characters).

<> Finalised the creation of all new properties for the general Potions (foes).

<> Rearranged all properties for general Potions.

<> Added the properties for general Potions for the new ones as well (the more complex versions).

<> Performed tweaks to several number values for minor foes' abilities as well as general Potions.

<> Added several details to some effects to grant a better clarity of the effects.

<> Finalised the realignment of each boon and Ailment to their new effects property-wise: deleted old ones and added the new ones needed in the general property branch.

<> Deleted all general-related properties from Peasant Male 1 and 2 minor foes for boons and Ailments, now all manipulable values will be done based on active effects, no longer needing calculations per characters (will use far less properties, yet some calculations may get a bit more complex).

<> Boons and Ailments: Corrected multiple instances of keyword colors. Minor effect changes as well.

<> Saved all boons and Ailments as new pictures with their current effect, replacing the older versions.

<> Finalised the minor foes' properties for the player's effects (the effects player would apply on them). Saved them in the game as well, replacing the older ones. Hundreds of properties were removed, however newer ones also appeared, overall being a reduction in their number.

<> Finalised the minor foes' properties for their own abilities (general properties and specific ones) and also saved them into the game, replacing the older ones. Somewhat similar number of properties overall. This also includes general Potions, yet not Rözantróffa's effects - her kit will be reworked to be realigned with the modern changes.

<> Finalised the minor foes' properties for Stats, Actions, Minor Effects, Resistances, Immunities, Positive Effects and Negative Effects. Far more properties overall. Saved them in the game, replacing old ones as well.

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