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I love this spell, I think it’s awesome but it was just a bit too situational and hard to use. It doesn’t do much atm, I want it to deal dmg equal to triple instead of just double poison but I’d have to re-localize in every language so it may take a while. Not a great beginner friendly spell and gets in the way sometimes. This isn’t the end for making the game more accessible. Hopefully these and the quality of life changes below help make the game more manageable. If you’re here for the difficulty, there are plenty of ascension levels I will continue to balance. Most of the changes I’m making are not just about making the game “easier” but slower, more strategic, and easier to understand. I love a challenge and don’t want to take that away from hardcore players. I’ve reworked the way higher tier enemies appear based on luck, leading to a smoother curve throughout runs. I’m going to extend this limitation to the second world for non-ascension runs. It seems like the first world is slow enough for most players since it already has some “limitations” such as not spawning more than 2 enemies.
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I’ve made changes to open up more opportunities to hit and avoid bosses between attacks. Making everything “80%” slower is a pretty lazy design choice and not something I’m comfortable with doing. Easy mode is not something I want to just tack onto a game. I highly doubt I’ll get this formula exactly right on the first try so please let me know your feedback on it!Ģ. This should give you more breaks during the onslaught of the later battles, reducing the need to “burst” down an enemy at the start of battle, and help keep things strategic while still retaining a “fair” level of difficulty. Chests and minions will also affect this amount but to a lesser degree. I’m introducing a new system that calculates the current number of live enemies on the field and increases the time between their attacks dynamically. The chaotic part of the game (mainly mid-late game) are pretty messy.
#One step from eden bravely default update#
Stats will now update immediately after buying a new artifactġ. Music no longer stops if the preview character dies Votes can no longer show up on display cards Rocks can no longer get artifact buffs in previews Preview characters no longer move during anchor spells Pacts can now be removed (but not hell passes)įixed startup loading background not showing correctlyįixed startup without Steam connection getting stuckįixed clicking the back button on the streaming pane Upgrades for spells will no longer double when saving/loadingįixed one of the ending cutscenes that was accidentally cut shortĬharacter outfits will no longer show up unlocked multiple times Playtime calculations should now be accurate when saving/loadingĪdjusted size of boss hitboxes in normal ending You can now get skins by meeting achievement requirements again if you didn’t reach the unlocks pane before Generated spells like kunais will now be correctly destroyed in-between battles You can now click on shop buttons at all resolutionsįixed a softlock in the normal ending loop
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The library can now be searched for keywords in all languages Saffron Chrono kit will unlock automatically at lvl: 4->2Īchievements can no longer be achieved via preview Reduced the frequency of attacks in some mid-lategame enemies Max Mana pact is now temporary during battleĪrtifacts like Uranium that trigger constantly during battle will no longer affect the player while downed
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#One step from eden bravely default mods#
Shopkeeper was a bit too resilient to getting hit.Īllowing both players to cast spells at a normal frequency should make co-op more fun and hopefully a bit more rewarding for the difficulty it adds.įixed mods dissappearing after updating a modĪdded a short hold for Skipping rewards, Upgrading, and Removing I want it to be more of a relaxed gameplay option, but their dps was a bit too high to experience the game. Slightly increased the cooldown for Bullet Hell Gunner’s weapons. The shot reduction also makes it feel a bit snappier Shield Beam could get a little too powerful with shield upgrades and hitting multiple targets. Sera Cannon can be a little too powerful without too much risk. This should give you a little more time to activate Mine I still want it to be a powerful build if you have all Flow cards, but now there’s more thought in balancing your stacks with Rock Cycle and Waterfall. Hopefully this helps make Flow more accessible and gives you more freedom with it. Adding anchor gives some tradeoff for the terrible terrible damage it can deal. Waterfall did way too much damage without any risk. (also added a green glow when you have flow) This still lets you spam Rock Cycle with the right build, just not forever. Rock Cycle was a bit too spammable infinitely.
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