What changed
6 fixes1 addition3 changes1 removal
- Gameplay
- Performance
- Balance
- Fixes
- UI and audio
changedJust one week after launch, here's our first major update. To make the game more enjoyable to play, we've made significant improvements in three areas: movement, potions, and special attacks.
removedPixel-Based MovementWe've rebuilt how movement works from the ground up. In place of the old four-direction, tile-by-tile movement, characters now move freely and smoothly, no longer bound to a grid. Diagonal movement feels natural and fluid, and surrounding enemies is far more intuitive. You can also move and turn while taking aim, which makes the controls feel much smoother.
changedReworked Special AttacksWe've also reworked special attacks to make them easier to use. For Rushing Slash and Spinning Swing, the enemies that will be hit are now shown before you commit, making them easier to aim. Sliding now strikes the enemy at its landing spot, and Flame Circle can be placed centered on a chosen enemy, making it easier to use from the back line. And when an ally is surrounded or about to go down, your companions will now step in with special attacks to help.
addedImprovementsAdded a short input delay on the Game Over / Game Clear screens, so a button press carried over from gameplay won't accidentally confirm a choice.
changedImprovementsAdjusted the damage, SP/MP cost, and range of each class's special attacks.
fixedBug FixesFixed an issue where the Healer's Protective Barrier wasn't actually reducing damage.
Rally the Parties changes
changedJust one week after launch, here's our first major update. To make the game more enjoyable to play, we've made significant improvements in three areas: movement, potions, and special attacks.
removedWe've rebuilt how movement works from the ground up. In place of the old four-direction, tile-by-tile movement, characters now move freely and smoothly, no longer bound to a grid. Diagonal movement feels natural and fluid, and surrounding enemies is far more intuitive. You can also move and turn while taking aim, which makes the controls feel much smoother.
changedWe've also reworked special attacks to make them easier to use. For Rushing Slash and Spinning Swing, the enemies that will be hit are now shown before you commit, making them easier to aim. Sliding now strikes the enemy at its landing spot, and Flame Circle can be placed centered on a chosen enemy, making it easier to use from the back line. And when an ally is surrounded or about to go down, your companions will now step in with special attacks to help.
addedAdded a short input delay on the Game Over / Game Clear screens, so a button press carried over from gameplay won't accidentally confirm a choice.
changedAdjusted the damage, SP/MP cost, and range of each class's special attacks.
Just one week after launch, here's our first major update. To make the game more enjoyable to play, we've made significant improvements in three areas: movement, potions, and special attacks.
Pixel-Based Movement
We've rebuilt how movement works from the ground up. In place of the old four-direction, tile-by-tile movement, characters now move freely and smoothly, no longer bound to a grid. Diagonal movement feels natural and fluid, and surrounding enemies is far more intuitive. You can also move and turn while taking aim, which makes the controls feel much smoother.
Automatic Potion Use
We've consolidated the automatic potion-use setting into the Options screen, and it's now on by default. This greatly reduces situations where a character goes down before healing can catch up.
Reworked Special Attacks
We've also reworked special attacks to make them easier to use. For Rushing Slash and Spinning Swing, the enemies that will be hit are now shown before you commit, making them easier to aim. Sliding now strikes the enemy at its landing spot, and Flame Circle can be placed centered on a chosen enemy, making it easier to use from the back line. And when an ally is surrounded or about to go down, your companions will now step in with special attacks to help.
Improvements
Your own party and any NPC parties you've spoken with now show name labels in place of the old rings.
Added a short input delay on the Game Over / Game Clear screens, so a button press carried over from gameplay won't accidentally confirm a choice.
Adjusted the damage, SP/MP cost, and range of each class's special attacks.
Bug Fixes
Fixed an issue where the Healer's Protective Barrier wasn't actually reducing damage.
Fixed an issue where enemies could appear embedded in walls.
Fixed an issue where the displayed range for ranged attacks didn't match their actual reach.
Fixed an issue where sound effects could cut off on the Game Over / Game Clear screens.
Your existing save data carries over.
We look forward to your feedback.