Full notes
Full Neverspring Chronicles update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Maps
- Gameplay
- Store
- Balance
- Performance
Neverspring Chronicles changes
There will surely be some loose ends that I forgot to tie up. I had grown complacent during a slow period and was tinkering away at this major update when suddenly I realized there were players playing who needed some bug fixes. Since I was elbows deep in the project files, it wasn't as simple as just posting a bug fix.
So I worked as quickly as I could to stabilize things and upload this update, along with many of the reported bug fixes. From here I can get back to quick hotfixes as needed. Lesson learned: Keep 3 project file copies. One for backup, one for current build, and one for larger updates.
That being said, I apologize for the wait! Here's what you'll find in the latest major update:
Art Style Overhaul
tons of work dedicated to improving the clashing art style
maps, characters, monsters, interface, and animations
---- NOTE: I have used AI tools to edit a lot of the artwork together towards a more unified style. The artwork is NOT generated by AI. All art in Neverspring Chronicles is the result of either my own work or the work of other independent artists who are paid, supported, and credited. Any and all use of AI is done through editing, not generation.
World map overhaul
the clashing art style has been improved dramatically
move faster on roads, move slower through hills and trees
Mapping Improvements
various small tweaks to adventure mechanics
the clashing art style has been improved
updated the Eastpoint map with a proper exit
some new adventure mechanics
some NPC dialogue adjusted to mention new mechanics
Character Design Update
the clashing art style has been improved dramatically
reduced clutter for skill types and skill selection
improved signature skills (like Dance, Lore, Steal, etc)
new character based items (like for transforming Steal into Risk)
all characters with face graphics can now emote in dialogue
Dance: slight redesign in how dances are executed
Blue Magic: a lot of attention to smooth out Blue Magic
Werewolf: now synergizes with Blue Magic (skills learned through Blue Magic)
Boast: now taunts enemies and transforms into a pool of signature attacks while taunt is active
Scan/Lore: now reveals weaknesses and activates a visual health bar on the enemy
Guard: replaced by character unique abilities but can be used with certain items
- Stealhas not been changed but has been given multiple upgrades through certain items
Team Skills
the first 3 "team skills" have been created. (similar to dual techs in Chrono Trigger)
team skills can be learned by doing things together with characters
team skills only show up in the menu if all required party members are present
Combat System Update
improved turn-based mechanics for Damage Over Time and Healing Over Time
general performance improvements
new buff and debuff highlight indicators
new turn indicator
added new skills and attacks
updated battle backgrounds
new weather modifier "Windy" (combat effected by Rain, Wind, Indoors)
---- weather manipulation mechanic (like Air Strike causing Wind) (this got pushed back due to database wipe... expect soon)
Attack Chains & Magitech
the Attack Chain has been split into Attack Chain and Magitech Chain
magitech skills are now learned through magitech devices and magitech gear
some magitech devices dedicated to skills, other dedicated to extending the chain
new magitech device "Link Learner" can scan linked devices to teach upgraded skills
new magitech device for linking upgrades directly to Attack Chain and Magitech Chain attacks
Monster Art Overhaul
the clashing art style has been improved dramatically
a few new monsters have been added into the game
blue magic abilities now show a blue magic symbol
UI Overhaul
updated icons that improve the clashing art style
updated windows for cleaner/sharper look
simple animated transitions
updated save/load screen
updated item screen
Gear and Magitech Overhaul
new gear slots (Weapon, Tech, Helm, Armor, Utility, Trinket, Trinket)
new magitech devices
new magitech mechanics
magitech skills updated to better differentiate from natural magic
new interactive skills mechanic (knowing one skill can effect another)
improved magitech UI
more types of linkable magitech and more types of tech device interaction
Bug Fixes
the nefarious bug that unequips a weapon's magitech after some fights has been tracked down and repaired
there was a missing file check that could get stuck in a loop that has been fixed
some typo and clip fixes
There is probably more that I forgot to mention but this is the gist of it. As I am writing this, I am remembering that there are some things that I forgot to take out that I might leave in depending on feedback. Here's some of the stuff you'll see in the update that is still rather tenuous and may get changed or removed soon:
Feedback Request
there are voice clips attached to the menu right now... there were voice clips attached to the ultimate skill attacks too but they got wiped with the database so I meant to get rid of the voices all together. Should they stay or should they go? (also voice clips at victory depending on party members present)
There are also some things I wanted to do but didn't get around to yet because I wanted to get things stable for anyone who happens to be playing right now... but here's what I'm working on for the next update:
Still To Come
the combat system I had envisioned is coming together nicely so expect more improvements there
the last part of the overall Art Update is to get the maps themselves into a style more suited to the game so you can expect an overhaul to the tilesets coming up.
Thank you to everyone who has helped make this game possible! I appreciate your support!
Source
Changelog.gg summarizes and formats this update. How we read updates.
