What changed
0 fixes1 addition1 change0 removals
changedStacking statuses - Right now a lot of moves apply status, but you can only have one at a time. I decided to go a more traditional rpg route with statuses instead of the traditional pet battler style and statuses now stack.
addedFast Travel - I have gotten a lot of feedback on how long it takes to get back to a healer and I hear you on that! Fast travel to the last healer you used has been added and will also be pushed out in a patch after NextFest once it has been thoroughly bug tested. Why should you care? Well 1) The game definitely feels a bit more strategic with the stacking statuses. And 2) It is going to break saves. I wanted to avoid this as much as possible, but the stacking statuses will break saves. To be as transparent as possible, the save data that stores statuses stored a single status because that is all you could ever have at once. Now that save data had to be converted to a list of statuses and any old saves will fail to have save data for that list. I apologize if this is inconvenient for anyone, but I am not pushing the update until after NextFest so everyone has a chance to complete any playthrough they may be on!
Xenos: Cartoon Creature Catcher changes
changedStacking statuses - Right now a lot of moves apply status, but you can only have one at a time. I decided to go a more traditional rpg route with statuses instead of the traditional pet battler style and statuses now stack.
addedFast Travel - I have gotten a lot of feedback on how long it takes to get back to a healer and I hear you on that! Fast travel to the last healer you used has been added and will also be pushed out in a patch after NextFest once it has been thoroughly bug tested. Why should you care? Well 1) The game definitely feels a bit more strategic with the stacking statuses. And 2) It is going to break saves. I wanted to avoid this as much as possible, but the stacking statuses will break saves. To be as transparent as possible, the save data that stores statuses stored a single status because that is all you could ever have at once. Now that save data had to be converted to a list of statuses and any old saves will fail to have save data for that list. I apologize if this is inconvenient for anyone, but I am not pushing the update until after NextFest so everyone has a chance to complete any playthrough they may be on!
After the NextFest please drop back in to the demo if you like what you played! Two more features have been implemented and are currently in bug testing. Those features are
Stacking statuses - Right now a lot of moves apply status, but you can only have one at a time. I decided to go a more traditional rpg route with statuses instead of the traditional pet battler style and statuses now stack.
Fast Travel - I have gotten a lot of feedback on how long it takes to get back to a healer and I hear you on that! Fast travel to the last healer you used has been added and will also be pushed out in a patch after NextFest once it has been thoroughly bug tested.
Why should you care? Well 1) The game definitely feels a bit more strategic with the stacking statuses. And 2) It is going to break saves. I wanted to avoid this as much as possible, but the stacking statuses will break saves. To be as transparent as possible, the save data that stores statuses stored a single status because that is all you could ever have at once. Now that save data had to be converted to a list of statuses and any old saves will fail to have save data for that list. I apologize if this is inconvenient for anyone, but I am not pushing the update until after NextFest so everyone has a chance to complete any playthrough they may be on!