v0.7.6 - Aspect updates, misc enhancements


This update brings a number of small balance and QoL improvements that have come out of playtesting, but the biggest changes are the updated skill sets for Hunt, Moon, and Vengeance, which have been improved to be a bit more dynamic and focused.

For simplicity, only changes that impact the demo content are listed here.

This update will most likely be the last major demo update prior to release. I do not have a definite release date just yet, but I am targeting end of Q3 or possibly early Q4, so we're almost there.

New Aspect Skill Sets

Below are the updated skill sets up to level 4 (the max level in the demo). Some higher-level skills not available in the demo have also been modified or replaced for these and other classes, but all aspects' overall combat roles are the same.

  • HUNT
    • Snakebite - auto-hit one enemy and inflicts -DEF
    • Leaf Step - damage one enemy, refresh Hunt debuffs, +SPD for one turn
    • Harpoon - damage a back-row enemy and drag them into the front row
    • Tear Shadows - damage an enemy and inflicts -ARM/MRM
  • MOON
    • Moon Ray - deals minor non-resistable energy damage. Restores MP if the target dies before its next turn, or restores twice as much if killed by Moon Ray.
    • Infusion - transfers 20% of max MP to an ally.
    • Lunar Blessing - cures silence, +MPW/MAC for one ally.
    • Lunar Cloak - +MDF/MRM for the party.
  • VENGEANCE
    • Dispatch - damage one enemy, inflicts bleed (physical DOT), costs HP
    • Overpower - normal attack with high accuracy, 0 MP but stacks -DEF/+threat on user. Short-range only.
    • Requital - damage an enemy and heal self proportional to missing HP, can consume bleed for +50%

Support Skill Changes

  • Commander - now has a -2 SPD penalty.
  • Pursuit - now triggers a stronger attack on a missed/resisted damaging attack, rather than minor extra damage for all actions.
  • Redoubt - now reapplies when healed to max HP, instead of when healed while already at max HP.
  • Riposte - now has no trigger limit, but adds a stacking -20 ACC per trigger until the user's turn (all stacks clear at start of turn).

General Changes and Fixes

  • Status effect cures (e.g. Comfort, First Aid) now attempt to cure the most severe effect first. Control effects are cured first roughly in order of severity (e.g. Hold is higher-priority than Stun), followed by damaging effects, then finally stat debuffs. If there is a tie for severity, the effect with the longest remaining duration is cured first. The status summary window will also display effects sorted in this order.
  • Applying hostile status effects can now gain additional duration from a critically successful magic attack roll (>50 points above the target number). Thus, stacking M. Accuracy can help extend your status effects.
  • Combat now awards a 3% bonus to total XP/Rm for each enemy defeated beyond two (e.g. defeating five enemies grants a +9% bonus).
  • Consumable items now stack to 99.
  • Igniting Ray's burning effect can no longer be resisted.
  • Significantly reduced damage of Chemical Splash.
  • Slightly reduced the impact of damage on sleep/confuse duration.
  • Characters revived in combat will take their next turn slightly sooner.
  • Key items now have flavor text (item descriptions).
  • Numerous minor adjustments to text, damage curves, MP costs, item prices, etc.

Bug Fixes

  • Fixed Salts delaying the target's turn for much longer than intended.
  • Fixed incorrect shading on certain hair/face combinations.

Files

minerva-labyrinth-windows-demo.zip 80 MB
Version 0.7.6 23 days ago
minerva-labyrinth-linux-demo.zip 78 MB
Version 0.7.6 23 days ago

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