V0.20.0.0
For this update, I tried to put a bit more focus on the core base species
and create some more variety in interesting teams building.
Changelog
* Base species:
* * Starting species will determine some starting essences.
* * Each species has 2 essences. First a small general effect, second often incentivises focusing on that base species for combat etc.
* * Either get 2 rank 1 essences or both of one species.
* * Team Synergies:
* * * You get various party buffs based on your team's base species count.
* * * Each unique species will add towards their base species count.
* * * Enemies will also have access to these perks based on their team.
* Events:
* * New unique world with various species etc.
* * A few other new events
* * random relax/explore date events are more likely (individual chances), but most are once/date.
* * * (early on, almost guaranteed to trigger some events, but get less likely as they diminish)
* Items:
* * many new, mostly legendary items.
* * Reworked many item skills.
* * Most non-consumable item-skills now have uses per combat.
* * Items with 0 range instantly cast on self.
* Skills:
* * Each maincharacter has a way to adapt skills of characters. (uses same one-time adapt as traits)
* * Druid can put a fixed set of skills onto spirits/seedlings.
* * Creation can adapt any character with her unlocked skills.
* * Evo can adapt any character with skills from the possible species/base species skillpools.
* * * her upgrade makes it infinitely reusable
* * Druid can unlock various unique plant skills by exploring certain biomes.
QoL:
* * Quickmanager has more options. Can also shift click tabs to sort.
* * Can also select characters to enter breed/fuse screen with them selected. (new drop field)
* * Added small summary to start-game button showing starting essences/element etc.
* * Base species more color coded in various places.
* Other:
* * Added new modifer where you get characters of random quality each day, but other methods of aquiring them are much worse.
* * (can get otherwise rare/late-game characters early on etc.)
* * Updated some species/item art.
* * On the overworld, enemy party info keeps one unit unknown.
* * Changed order of some damage calculation (sacrificed hp shouldn't be affected by vulnerability etc.)
* * Temporary characters for events immediately join battles, regardless of party size.
* * After reaching Avy's world, she gets a different starting option in future runs. (skipping most pet training)
* * Many smaller changes
* Noteworthy bugfixes:
* * Mushroom evolution was bugged
* * Could lose dropped items when updating overworld inventory.
* * lifeloss effects were affected by lust/vulnerable etc. ignoring requirements of having enough hp etc.
* * many more
Download V0.20.0.0 (only unlockables.sav is compatible)
* (To transfer unlocks, copy old "saveData" folder over and remove .sav files that aren't "Unlockables.sav")
* Windows:
You must be registered to see the links
* Linux: later, after bugfixes.
Next:
* I probably try to not add any new mechanics/uniques/species etc for some time.
* Instead I'll focus on finishing dating, adding interest/personality etc.
* + descriptions and closeups for scenes.
* Also update some old art, mainly ones that still have the pre-hex combat sprite.
* Then add some alt versions of existing species/uniques.
* I also still have to clean up some story stuff/endings etc.