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2/28/23 Update Xenospermia

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Changes:

Chel stops talking all the dang time whenever she uses psi pyro/focus

Disabling some tech moves while vored, most while grappled.

New ability: ArcWeld, higher-power Electric attack

New ability: BioWpn, end-stage Bio damage atk

Added charged, discharged, and shocked debuffs 


Changes

Added PsiDark: Inflict Scared/Shocked/Blinded to 1 target

Added PsiShld: Grant Bulletproof 1 target, focusing increases duration and adds Fireproof/Shockproof

Added PsiWall: Grants Bulletproof to all allies for 1 turn, focusing increases duration

Moved all ability execution code out of a master 'resolve' module and inserted them each into their respective modules (which were used for their command button only). In case the ability list gets ungodly large, this change will prevent having to load all code from every player-character ability just to use 1. Only the code for all currently-equipped abilities for the character taking their turn will be loaded

Log now mentions when statuses wear off

Fixed avatar bar/turn issues when dazed/iced/dead foes are on the field. Should seamlessly skip their turns now

Added PsiKnife: Attacks deal mental damage, may also stun. Focusing adds extra damage to attacks

Added PsiQuiet: Inflicts silenced/sealed to prevent Psi power use. Focusing adds deafened and /or snoozed

Added Deafened status: 25% chance to lose turn & evasion is halved.

Scared enemies have a 50% chance to flee, else they brace/self defend

Enemy monsters (that arent allies) now may attempt to flee when HP is between 25% to 50%. Lower than that, they attempt to use their ultimates as per usual. This adds extra challenge to capturing them as well as makes things 'realistic' seeing as wild monsters probably wouldnt fight to the death. It is now a bit of a 'tactical' choice whether to leave enemies half-injured in hopes they will run away themselves.

Braced now boosts reaction chances by 50%. This should help keep it relevant.

Added Aerocide & Aquacide, modifying Vegcide and Bugcide respectively to hit new targets (flying or aquatic/amphibian)

Added Refractor. This passive halves OpticLzr dmg, increases overheat time, but makes it hit ALL enemies.

Aoe attacks now end their turn slightly differently to avoid a visual glitch with damage numbers showing twice 


Changes

Added SlugDarts: Tranq causes tired if it fails to cause Snoozed

More optimizations to where status effects/checks are stored, this should prevent any possible future slowdowns.

Another tweak to the timing of aoe attacks like Refracted OpticLzr

Added infected status effect & fixed up BioWpn

Infected is a minor DoT that may inflict a worse debuff (25% chance) per turn, and may spread onto others (25% chance)


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