What changed
5 fixes4 additions2 changes0 removals
addedv0.3.1 is an update focused on raising the game's overall quality toward full release. We've added visual effects that make it easier to follow what's happening in battle, and reworked the processing in situations where the game tended to slow down. Centered on improvements to clarity and smoothness — areas that had been on our mind — the game is now more comfortable to play.
addedCombat Visual Effects AddedTo make it easier to tell whether an attack was blocked or damage was taken, we've added visual effects during battle. An attacking character steps toward its target, a character that blocks an attack is pushed back for a moment by the impact, and a character that takes damage shakes in proportion to the damage received.
changedReduced Processing LoadIn battles where many enemies and allies move at once, we've distributed the processing load to reduce frame rate drops. In particular situations where pathfinding tends to pile up, we've reworked how pathfinding is handled to lighten the load. When moving between floors, loading is now covered by a screen fade, making the transition feel smoother.
changedImprovementsRestarting an adventure now returns you to the map and class selection screen.
addedImprovementsYou can now quit the game without returning to the title screen.
addedImprovementsAdded a slight random variation to damage, so the same attack no longer always deals the same amount.
Rally the Parties changes
addedv0.3.1 is an update focused on raising the game's overall quality toward full release. We've added visual effects that make it easier to follow what's happening in battle, and reworked the processing in situations where the game tended to slow down. Centered on improvements to clarity and smoothness — areas that had been on our mind — the game is now more comfortable to play.
addedTo make it easier to tell whether an attack was blocked or damage was taken, we've added visual effects during battle. An attacking character steps toward its target, a character that blocks an attack is pushed back for a moment by the impact, and a character that takes damage shakes in proportion to the damage received.
changedIn battles where many enemies and allies move at once, we've distributed the processing load to reduce frame rate drops. In particular situations where pathfinding tends to pile up, we've reworked how pathfinding is handled to lighten the load. When moving between floors, loading is now covered by a screen fade, making the transition feel smoother.
changedRestarting an adventure now returns you to the map and class selection screen.
addedYou can now quit the game without returning to the title screen.
v0.3.1 is an update focused on raising the game's overall quality toward full release. We've added visual effects that make it easier to follow what's happening in battle, and reworked the processing in situations where the game tended to slow down. Centered on improvements to clarity and smoothness — areas that had been on our mind — the game is now more comfortable to play.
Combat Visual Effects Added
To make it easier to tell whether an attack was blocked or damage was taken, we've added visual effects during battle. An attacking character steps toward its target, a character that blocks an attack is pushed back for a moment by the impact, and a character that takes damage shakes in proportion to the damage received.
Reduced Processing Load
In battles where many enemies and allies move at once, we've distributed the processing load to reduce frame rate drops. In particular situations where pathfinding tends to pile up, we've reworked how pathfinding is handled to lighten the load. When moving between floors, loading is now covered by a screen fade, making the transition feel smoother.
Improvements
Restarting an adventure now returns you to the map and class selection screen.
You can now quit the game without returning to the title screen.
Added a slight random variation to damage, so the same attack no longer always deals the same amount.
Bug Fixes
Fixed an issue where healing and ranged attacks could reach through walls and gates.
Fixed an issue where the flame circle was placed around the caster instead of around the enemy.
Fixed an issue where enemies and NPCs could pass straight through stairs.
Existing save data can still be used.
We look forward to your feedback.