Saturday 9 November 2013

Glossary of Terms (Equipment)

Here is a list of terms for properties. This should be useful for understanding the effects of each piece of equipment in the game. Each property has been placed within an appropriate category.

Basic Statistics

[ATK] = Increases physical attack damage
[DEF] = Reduces physical damage taken
[ACT] = Increases speed on the IP gauge
[MOVE] = Increases movement speed

Attack Modifiers

[Combo+] = Increases your amount of combo hits by 1
[Critical+] = Increases your amount of critical hits by 1
[Volley] = Increases your amount of combo hits by 3
[Range+] = Increases attack range with basic attacks
[Fury] = Increases the amount of SP gained when attacking (~33%)
[Might] = Attacks will knockback the enemy
[Stun] = Chance to stun the enemy briefly when attacking
[Break] = Chance to reduce the enemy's defense when attacking
[Ignore defense] = Ignore the enemy's physical defense when attacking
[Pierce] = Ignore weapon resistance when attacking
[Absorb] = Restores a % of maximum health when attacking
[Warp] = Warp to the enemy when attacking
[Cursed] = Chance to damage self or other allies when attacking
[Slayer] = Ignores both physical defense and weapon resistance when attacking a certain type of enemy

Status Effects

[Poison attack] = Chance to inflict poison when attacking
[Plague attack] = Chance to inflict plague when attacking
[Para attack] = Chance to inflict paralysis when attacking
[sleep attack] = Chance to inflict sleep when attacking
[M.block attack] = Chance to inflict magic block when attacking
[S.block attack] = Chance to inflict skill block when attacking
[Confuse attack] = Chance to inflict confusion when attacking
[S.death attack] = Chance to inflict sudden death when attacking

Defensive

[Block] = If damage taken is lower than a certain value, reduces damage taken to 0
[Counter] = Reflects damage taken when attacked
[Sturdiness] = Reduces IP knockback when attacked
[Temper] = Increases the amount of SP gained when taking damage (~50%)
[Lucky] = Chance to warp away from enemy attacks, avoiding them completely

Resistances

[Magic resist] = Reduces damage or effects of all elemental skills and spells
[Fire resist] = Reduces damage or effects of all fire type skills and spells
[Water resist] = Reduces damage or effects of all water type skills and spells
[Wind resist] = Reduces damage or effects of all wind type skills and spells
[Earth resist] = Reduces damage or effects of all earth type skills and spells
[Status resist] = Reduces chance to be inflicted with all status effects
[Poison resist] = Reduces chance to be inflicted with poison
[Plague resist] = Reduces chance to be inflicted with plague
[Para resist] = Reduces chance to be inflicted with paralysis
[Sleep resist] = Reduces chance to be inflicted with sleep
[M.block resist] = Reduces chance to be inflicted with magic block
[S.block resist] = Reduces chance to be inflicted with skill block
[confuse resist] = Reduces chance to be inflicted with confusion
[S.death resist] = Reduces chance to be inflicted with sudden death
[Crit resist] = Reduces chance to be cancelled during an action

Special

[Magic+] = Increases the potency of magic spells
[Skill+] = Increases the potency of moves/skills
[#% spell haste] = Increases spell casting speed by #%
[Psyche] = Reduces the SP cost of skills
[Regen] = Restores health in combat over time, based on maximum health
[Weapon EXP+] = Doubles weapon experience recieved
[Magic EXP+] = Doubles magic experience recieved
[Gold+] = Doubles gold gained on killing blow

Friday 8 November 2013

Still Alive + Features Overload!

For those who are still following (and wondering why on earth I haven't updated!) it looks like I decided to go further with the project than originally planned. And thus, more cool features (and lots of testing required to keep them balanced) have been made. Also, time restraints have meant I haven't been able to finish earlier as well (this was also unexpected, but I'm not going to dwell on it). However, progression is looking good, and I'll release an early patch for testing soon!

I might as well mention some of the on-the-go additonal features:

Difficulty modes. I've been working on multiple iterations and by release there will be three modes (each a separate patch). Casual, normal and veteran modes. Save files at any time will work on them and you can switch freely. The reason why it is important for me to work on them before release is because of item/spell balance. Perhaps individual tweaks aside, I need to accommodate for all three on the standard mode.

Rare loot for almost every enemy in the game. This also ties into the difficulty modes (more on that later) but the amount of sheer items I've added into the game because of this is well... quite substantial. More item types as well (see my equipment post from earlier) were also added too.

Changes to mechanics. For example, there's now a physical element type where some enemies are resistant against weapons. This took a lot of testing, as it needed to be balanced against physical defense. There are tons of benefits to this addition, especially late-game (where defenses needed to be over-tuned, making combo attacks very weak).

And more (my hopeless decision making -- or testing feedback on moves/spells etc...). I apologize for the silence, as I know some people have been waiting for a while.

So don't worry, I haven't stopped the project or anything! I've only remained quiet because the extent I wanted to take the project was still in flux. However I've now locked down pretty much everything so it shouldn't be too long.