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Full notes
Full Fantasy Realm: A Land Torn Asunder update
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What changed
- Gameplay
- Balance
- UI and audio
- Fixes
Fantasy Realm: A Land Torn Asunder changes
Update 0.28 is Here!
Update 0.28 is out now! It ended up being a major update. I packed in everything I could, and then a whole lot more. I'm very excited to get this one out, as it represents a 'completed canvas' to me. Now I can go crazy with the paint and get these quests in. I had to stop myself before I started to add the 240 new spells I came up with while I was at the hospital the other day(they're sick, by the way, if you care).
August also marks the 10 year anniversary of the start of development of this game! To celebrate, the game will be on sale for 34% off starting today, August 6th. The sale will last 2 weeks, so you've got plenty of time to grab it at the discounted price.
Very stoked to have picked development back up after losing like a year and a half of code in 2019. Took a while to get back into it, but now that I'm fully acclimated it's full steam ahead. I am so motivated to get what's been planned next into the game. Main storylines for main towns and characters come to mind, but I've also been coming up with fun stuff like dog races, magic schools, wildlife daily schedules, verbal encounters, etc. etc. More to come.
Update 0.28
Major Gameplay Changes
Added a stamina system to sprinting
Added skill mastery system. Basic for now, skills and spells level up as you use them.
Overhaul of loot drops from chests, increasing variety and quality of items found
Balance and animation changes for low to mid level elemental spells
Balance adjustments to most enemies
Environmental Changes
Created an intricate weather system. Weather is calculated on a per-region basis, changes based on the climate, and can affect combat.
Overworld music now fades out when night falls, and night-time ambience plays. A really nice effect.
Added indoor/outdoor detection. Indoor lighting will now remain consistent
Minor adjustments to the variety of enemies found in some dungeons
Crafting Changes
Added 18 new wildlife enemy types that provide materials for crafting
Added wand and stave crafting
Added crafting for leather, silk, and chitin armour sets
Added 3 new tiers of leather and silk armour
Added chitin armour(4 tiers)
Considerable increase to dust drops used in crafting ink, scrolls, and spellbooks
Graphical Improvements
Animations for many status effects
Added unique weapon graphics for each material of weapon
Armours and related crafting supplies have unique graphics in the inventory screen.
Added size scaling for wildlife. Big enemies now appear big.
Adjusted overworld landscape colours. Preliminary. On the right track.
New animated enemy graphics for some wildlife types
Adjustments to scale/position of enemies in battle scenes
UI/Menu Improvements
Introduced a new Options menu that allows for controller button and window colour customization
Overhauled Status menu, now provides relevant details in a more organized way
Added a status menu to the battle screen, which shows detailed state information.
Introduced a new Save/Load system that provides more interesting details
Bug Fixes
Fixed a major issue preventing enemies from dropping loot when their loot tables included more than three items
Minor fixes/adjustments to some status effects
Fixed an issue dismissing some party members after their home port is upgraded
Minor bug fixes
Thanks For Playing!
As always, thanks for playing, let me know what you think, and good luck!
Source
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