What changed
0 fixes2 additions1 change2 removals
removedGeneral - rename game title; - title credits reworked; - difficulties displayed on save screen; - remove the useless command remember option;
addedGameplay - slightly speed up attack animation; - slightly slower dashing speed; - attack should miss less; - change starting stats (HP 360->300 ATK 10->15) and some growth rate (more DEF and MDF growth); - max number potions set to 3 and max number elixir set to 1 (can't spam Healing items); - change weapons/armours/items price; - can now sell weapons/armour; - set max level to 10; - remove Healing on level up; - tile transition reworked; - can't start from previous area when game over; - hp regeneration set to 10% of maxHP instead of 5 in non battle area; - slightly change enemies positions and number; - enemies are further from the edge (to prevent surprise attack when changing screen); - rebalance all enemies stats; - remove Behemot Healing pattern; - change difficulties damage multipliers (Now x1 x2 x3 x4 x5); - minimum damage from regular enemies is now 10 instead of 0; - extra bosses have shorter pattern and less recovery; - can fight optional bosses indefinitely; - change critical damage multiplier from 3 to 2; - enemies cannot do critical attack; - all attacks have 10% variance instead of 15% or 20%;
removedGraphics - treasure icon and text pop up are bigger; - standardize regular enemies; - standardize chests and panels; - standardize NPC asset; - standardize intro asset; - standardize icons; - sunset and night transition are softer on the eyes; - remove the recovery animation of level up;
addedMusic - add more music, (forest +2), (town +1), (classical +1);
changedStory - all the script/dialog reworked; - ending changed.
Clarent Saga: Prologue changes
removedGeneral - rename game title; - title credits reworked; - difficulties displayed on save screen; - remove the useless command remember option;
addedGameplay - slightly speed up attack animation; - slightly slower dashing speed; - attack should miss less; - change starting stats (HP 360->300 ATK 10->15) and some growth rate (more DEF and MDF growth); - max number potions set to 3 and max number elixir set to 1 (can't spam Healing items); - change weapons/armours/items price; - can now sell weapons/armour; - set max level to 10; - remove Healing on level up; - tile transition reworked; - can't start from previous area when game over; - hp regeneration set to 10% of maxHP instead of 5 in non battle area; - slightly change enemies positions and number; - enemies are further from the edge (to prevent surprise attack when changing screen); - rebalance all enemies stats; - remove Behemot Healing pattern; - change difficulties damage multipliers (Now x1 x2 x3 x4 x5); - minimum damage from regular enemies is now 10 instead of 0; - extra bosses have shorter pattern and less recovery; - can fight optional bosses indefinitely; - change critical damage multiplier from 3 to 2; - enemies cannot do critical attack; - all attacks have 10% variance instead of 15% or 20%;
removedGraphics - treasure icon and text pop up are bigger; - standardize regular enemies; - standardize chests and panels; - standardize NPC asset; - standardize intro asset; - standardize icons; - sunset and night transition are softer on the eyes; - remove the recovery animation of level up;
addedMusic - add more music, (forest +2), (town +1), (classical +1);
changedStory - all the script/dialog reworked; - ending changed.
Hi everyone!
Here is a major update, the change to v2.0.0:
General - rename game title; - title credits reworked; - difficulties displayed on save screen; - remove the useless command remember option;
Gameplay - slightly speed up attack animation; - slightly slower dashing speed; - attack should miss less; - change starting stats (HP 360->300 ATK 10->15) and some growth rate (more DEF and MDF growth); - max number potions set to 3 and max number elixir set to 1 (can't spam Healing items); - change weapons/armours/items price; - can now sell weapons/armour; - set max level to 10; - remove Healing on level up; - tile transition reworked; - can't start from previous area when game over; - hp regeneration set to 10% of maxHP instead of 5 in non battle area; - slightly change enemies positions and number; - enemies are further from the edge (to prevent surprise attack when changing screen); - rebalance all enemies stats; - remove Behemot Healing pattern; - change difficulties damage multipliers (Now x1 x2 x3 x4 x5); - minimum damage from regular enemies is now 10 instead of 0; - extra bosses have shorter pattern and less recovery; - can fight optional bosses indefinitely; - change critical damage multiplier from 3 to 2; - enemies cannot do critical attack; - all attacks have 10% variance instead of 15% or 20%;
Graphics - treasure icon and text pop up are bigger; - standardize regular enemies; - standardize chests and panels; - standardize NPC asset; - standardize intro asset; - standardize icons; - sunset and night transition are softer on the eyes; - remove the recovery animation of level up;
Music - add more music, (forest +2), (town +1), (classical +1);
Story - all the script/dialog reworked; - ending changed.
Thank you for your support, David Nguyen.
ps : change the title to Prologue instead of Mana chapter 0.