DL Links (Itch) : Guild_Project_0.0.11_Win/MacOSX/Linux
New build, with a couple of new CG animations, the first Desert Dungeon featuring two new Enemy types, a new Town location, the progression of side events/unlocking being more clear, as well as some visual reworks and improvements !
- CG / Scenes related changes :
- Wolf Enemy CG1 is now animated (3 variations) + 1 static
- Wolf Enemy CG2 is now animated (3 variations) + 1 static
- New Town location available : <i>'Indoor Baths'</i> (features dialogues and later on CGs)
- UI / Gameplay related changes :
- New Dungeon : Desert Area "Sand Dunes" is now available
- Enemy informations and Enemy CGs will now only be displayed if said Enemy has been encountered
- Added a visual icon on Town locations to show where a new event/dialogue is available
- Added the possibility to hide/show the UI when animated CGs are displayed (right-click)
- Added a "Speed" text on the CGs speed slider
- Ally related changes :
- Level cap has been removed : stats will still be granted beyond "recommended level" for each Dungeon, but balancing will be required later on
- Some stats have been adjusted
- Enemy related changes :
- Cheetah Enemy roams in the Desert :
"Sword Slash" : Inflict damage based on 'Attack' (100% / Melee)
"Blade Dance" : Inflict damage based on 'Attack' (75% / Front Row) / Ignore 50% of 'Defense'
- Fennec Fox Enemy roams in the Desert :
"Arrow Shot" : Inflict damage based on 'Attack' (100% / Ranged)
"Piercing Arrow Shot" : Inflict damage based on 'Attack' (65% / All)
- Some stats have been adjusted
- Bug fixes / Miscellaneous :
- Some UI elements/visuals have been improved/modified
The Desert Area is planned to feel more difficult than the Forest Area in the long run.
Enemies will behave a bit differently, sometime working together or even using spells, when implemented.
Fortunately, they won't be the only ones able to do so, as a new Ally might show up pretty soon, to provide help exploring these barren lands !
The Indoor Baths are now available and our Heroines can take a well deserved break when not exploring.
This location will mostly be used for side event dialogues, as well as some CGs later on.
Progression wise, some rework has been done, to give a visual indication when a new event has been unlocked in Town, so you know straight away.
Also, unlocking Enemy related information/CGs is now done upon encountering said Enemy in battle ; that way, as many pointed it out, it makes more sense.
Same goes for the (improved) Crystal Shard Tracker displayed in the Dungeons.
Visuals have also been added next to the dialogue box as well as on the CG screen to indicate that you can hide the UI by using right-click (heavily requested for the CGs !).
Discord server is up and running, public access should be enabled in the near future.
Again, thank you all for your feedback and your support, it is greatly appreciated !