v24.6.13.1: The Moves Update


Hello everyone! I'm happy to announce that all moves and status effects are now implemented. Some of them changed since I last shared the full list, but all 50 moves now have proper effects, which is great!

We'll now be testing how these systems interact with each other -- mostly the myriad statuses that get applied now, the instability of the battle log message updates, and general clarity around what the heck is going on. I'm also going to take a breather now that we have plenty to test and try to brush up some of the other projects I've been working on, so the next update may take a bit longer.

The next updates are going to focus around game loop aspects that we're still missing -- basically things we need to make the repetitive process of killing monsters fun -- and improving clarity (both making things look nicer and adding information to the UI so that it doesn't feel like you're guessing what is happening all the time). See the roadmap below for more information.

New features

  • Battle system upgrade: All moves and their secondary effects are now properly scripted. Any unexpected behaviour will from now on be considered a bug. Lots of move effects and names have been updated (see Β§Balance changes below).
  • Animated XP bars: When you gain experience, the bar gets filled up in an animation.
  • Better HP animations: HP bars now drain and fill up in more consistent times proportional to the amount changed.
  • HP counters: HP is now displayed as a number near the HP bars as well.
  • Tick tock: Status effects now start at a set amount of stacks and lose one stack per turn. Reapplying the an effect increases its stack count by 1.

Bugs squashed

  • The game now waits for the HP bar animation before moving to the next event so that things are more readable.
  • Fixed multiple issues with text timing in the log window. The game now properly awaits for messages to get displayed, and their sequencing makes slightly more sense now.
    • Some logs may still move too fast or take too long to get wiped, and I'll be adjusting them gradually, but the system rewrite will make it faster to fix.

Known bugs

  • Before- and after-hit effects apply on every instance of damage taken instead of only after moves used by opponents.
  • Multhit moves only proc on-hit effects once.
  • The Critical Hit message gets displayed before the damage instead of after.

Roadmap update

In this update I ticked two items off our roadmap and can now start looking a little bit farther into the future. Here's how we're doing:

  • Implement all existing status effects so the game stops lying to our faces about status moves doing something. Done! πŸŽ‰
  • End-of-battle rewards: Coming up next!
  • Resource management system: Coming up next!
  • Add tooltips explaining moves.
  • Add a compendium of moves and creatures seen to the main screen.
  • Add UI animations for HP and XP bars. Done! πŸŽ‰
  • Reprioritised: Add default attack and damage taken animations
  • New: Create environment art.
  • New: Update UI font & base colors.

Balance changes

Status effects

  • Spellbroken: Magic attacks cost double β†’ Sorcery down 25%.
  • Waning β†’ Withering: Loses 10% Attack per turn β†’ per stack.
  • Marred β†’ Madness: Takes 20BP magic damage β†’ 1HP additional damage per instance of damage taken per stack.
  • Poisoned: Loses 1/16 β†’ 1/32 HP per stack at the end of the turn.
  • REMOVED: Bloodbound: Shares all damage taken and dealt with opponents.
  • The following status effects have now been implemented (effect unchanged): Ablaze, Confused, Deadly, Distracted, Frostbitten, Haste, Intangible, Invigorated, Madness, Petrified, Poisoned, Prone, Reflect, Scorched, Shielded, Slow, Spellbroken, Supercharged, Wet, Wired, Withering.

On-hit effects

  • The following on-hit effects have now been implemented (effect unchanged): Demi, Double Crit, Dry, Heal Self, Multihit x3, Recoil 50%, Refresh Self.

Moves

  • Wane β†’ Wither: Applies Waning β†’ Withering.
  • Blood Pact: Applies Bloodbound β†’ On hit: Drain.
  • Mar β†’ Maddening Visions: Applies Marred β†’ Madness.
  • Holy: Applies Marred β†’ Madness.
  • NEW: Slash: Earth elemental, Physical, 70BP, 100% accuracy. No additional effect.

Files

Web.zip Play in browser
21 days ago
Windows Desktop.zip 26 MB
21 days ago

Get Iron Will

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.