Here's the usual (bi-)weekly update.
I haven't added a ton of new content since last time, but I've done a ton of tweaks and fixes, as well as expanded on several mechanics. In fact, I dedicated the previous week to doing nothing but tweaks and enhancements. Much thanks to testers for their feedback.
The screenshots showcase some of the new things.
Screenshot 1:
Staff revamp. To make staff weapons more interesting, and more aligned towards spellcasting, they're no longer polearms. There are now staffs for Mystic proficiency, and Wands for Elemental proficiency. Both staffs and wand now fire spell projectiles, and can come in a variety of flavors, more so in wands. The new projectiles no longer cost MP to be cast, and are as fast, if not faster, than bows, but their damage is generally lower than physical weapons. Still, now staffs and wands can be used to train Mystic and Elemental proficiency without needing to cast MP-costing spells.
Screenshot 2:
Some items are now consumable, and I've even added a few new ones. Consumables can be used from the resource bag window, and they provide small healing, MP restoration, brief buffs, and so on. There will be many more in times to come.
Screenshot 3:
Arina's Vest can now be upgraded to provide resistances. You now have the option of choosing whether to spend money on attribute upgrades, or resistance upgrades (as long as you have the upgrade items, of course). Or you can do both, but grow the upgrade costs to really high numbers. Decisions, decisions...
There's of course some new stuff too, like a new enemy in Gearworks, windowed/fullscreen options in the menu, and so on.
Overall, solid progress.
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