What changed
0 fixes3 additions1 change1 removal
addedIn order to make this possible, several new mechanics have been introduced:
addedA new mission map has been created, where missions will appear and slowly move towards the academy. If they reach the academy, then you will have to defend it or lose the game.
changedAfter each mission, the player will be given a set of upgrades that they can take to modify their gameplay experience. There are 5 different rarities, with the higher rarities giving great upsides but also great downsides.
removedSome upgrades will be given to make the game smoother to play, for example starting on a higher wave once a few missions have been completed to remove the slow starts.
addedA new shop has been added while in the character upgrade screen where you can purchase new cards, and set which cards you wish to be in your deck during play. This is necessary, as more powerful cards will grant exponentially greater effects which are powerful enough to overcome the extremely high difficulty levels of the endgame missions.
Vespia: Shield of Aberration changes
addedIn order to make this possible, several new mechanics have been introduced:
addedA new mission map has been created, where missions will appear and slowly move towards the academy. If they reach the academy, then you will have to defend it or lose the game.
changedAfter each mission, the player will be given a set of upgrades that they can take to modify their gameplay experience. There are 5 different rarities, with the higher rarities giving great upsides but also great downsides.
removedSome upgrades will be given to make the game smoother to play, for example starting on a higher wave once a few missions have been completed to remove the slow starts.
addedA new shop has been added while in the character upgrade screen where you can purchase new cards, and set which cards you wish to be in your deck during play. This is necessary, as more powerful cards will grant exponentially greater effects which are powerful enough to overcome the extremely high difficulty levels of the endgame missions.
I have been hard at work over the past month attempting to get the last parts of the game figured out. I am nearing the end of the project now, and my current goals are to be able to reach and defeat the final boss before considering the game completed.
In order to make this possible, several new mechanics have been introduced:
A new mission map has been created, where missions will appear and slowly move towards the academy. If they reach the academy, then you will have to defend it or lose the game.
After each mission, the player will be given a set of upgrades that they can take to modify their gameplay experience. There are 5 different rarities, with the higher rarities giving great upsides but also great downsides.
Some upgrades will be given to make the game smoother to play, for example starting on a higher wave once a few missions have been completed to remove the slow starts.
Saving and loading the game is completed and fully functional.
A new shop has been added while in the character upgrade screen where you can purchase new cards, and set which cards you wish to be in your deck during play. This is necessary, as more powerful cards will grant exponentially greater effects which are powerful enough to overcome the extremely high difficulty levels of the endgame missions.
I hope you are as excited for the full release of the game as I am, I expect it to be ready some time in June this year, but that is subject to change.