v0.3.x Changelog Archives
v0.3.1:
Bugs:
Some trigger nonsense was going on in the sidequest (I had tried retooling it a little and when it didn't work put it back, but missed a couple of triggers) and was causing Maia to be removed from the player's roster if the ally sailors escaped. This has been fixed, and anyone affected should be able to go to info -> unit vanish fix in the base to get her back.
v0.3.0:
New Content: Ch. 7 and the opportunity to get one new character, missable for now but you'll get her next chapter if you don't get her this chapter. It's not obvious now due to how her skill works, but her lower growths should be counteracted by stat buffs from said skill. Since there's no ch. 8 yet, you can only use her in battle if you put off the sidequest from before ch. 6. Conversation events with her will wait until ch. 8 for story reasons.
Portrait Changes: Updated portraits for Liam, the child from the ch. 5 visit, transformed generic sailors, merc (both transformed and not), Evan, the illusory monster girls, and human Elise. That's most of the existing portraits resized, so it shouldn't be quite as bad with size differences between individual portraits. There are still some notable outliers (Lily, the merc, and to a lesser extent generic villagers/soldiers), but by and large it's better. Those aforementioned outliers will probably see revisions.
Decided Emily's new portrait wasn't as good as it should be and went for yet another new one. Much happier with Emily now, not quite as happy with the merc, we might see another redesign of her but we can revisit that when we revisit the village.
Removed the outline from Sylvain's portrait.
For consistency's sake, make post-TF human Violet use the same portrait as pre-TF human Violet.
Redid Steph's small portrait to not be quite as...big.
Mechanic Changes: Greatly decreased the amount skl affects crit, and made lck affect it somewhat. The previous formula (crit bonus = skl) was causing an issue where high hit-rate units would also have a high crit rate, causing frustrating and unnecessary randomness. Mostly only relevant for higher difficulties for now, but it'll make balancing easier going forward.
Slightly tweaked effective damage to multiply only weapon might instead of total attack power, making effectiveness less overwhelming. You shouldn't be seeing Gale easily one-shot high res fliers now. To compensate, buffed the effectiveness multiplier from x2 to x3. As a real example, here are some numbers from my testing:
15 mag Gale (5 might) vs 13 res non-flier: 7 15 mag Gale vs 13 res flier (old): 27 15 mag Gale vs 13 res flier (new): 17 9 str Iron Bow (4 might) vs 11 def non-flier: 2 9 str Iron Bow vs 11 def flier (old): 15 9 str Iron Bow vs 11 def flier (new): 10 16 str Elementalbane (9 might) vs 17 def non-elemental: 8 16 str Elementalbane vs 17 def elemental (old): 33 16 str Elementalbane vs 17 def elemental (new): 26
As you can see, the difference between effective and not-effective is still large, but no longer so overwhelming. It's also a bigger difference the higher your attacking stat is compared to your weapon's might, and if your attacking stat is below your weapon's might, it's actually a buff.
In the process, added 2RN. For the unfamiliar, 2RN ("Two Random Numbers") is the thing Fire Emblem uses to sneakily alter hit rates, it makes hit chances > 50 more likely to hit, and hit chances < 50 less likely to hit, more of a game feel thing than anything. If you've played any of the Fire Emblem games that are officially released in English (save for Fates/Shadow of Valentia/Engage, which use a variation of 2RN), this is how hit rate works there.
Added the "Gauntlet" weapon type and made the "Physical" weapon type not show up in the convoy (since with the ability system that should be a pointless tab). Updated the weapon type tutorial to account for this.
Difficulty-Specific Changes: Made the illusion that gave you keys trigger the "surprised that Maia attacked" dialogue on hard/lunatic. On lower difficulties, units won't attack Maia unless she's next to them or has already attacked one of them, and it has dialogue that plays for the first time she attacks one. This was added as a consistency thing, mostly.
Map Changes: Updated the graphic for escape points to be a white square instead of a white circle, and made the square say "Escape Point" instead of "Interactable Area" Added fixed backgrounds to all maps that lacked one, making it so that terrain that doesn't have a background set won't be against a black background anymore. Updated the time for ch. 5 to be evening and the quest to be night (no gameplay effect, just color changes to better fit with when these chapters are taking place).
Balance changes: Removed the T2 tomes from the ch. 2 shop and deranked the wind tome in ch. 2, they were a bit too strong for this point in the game. Moved them to the ch. 5 in-map shop, which no longer sells T1 dark magic tomes, and now sells longbows as well. Also removed normal access to HP steal tomes for now, and gave Lily Abyss as a starting tome instead. You might be able to find a HP steal tome in chapter 7 if you are particularly good at keeping a certain unit out of harm's way... Healing from the HP steal tome has been reduced to 50% of damage instead of 100%. Changed maps which had two "bosses", ch. 2 and ch. 6, so that both bosses are marked as minibosses. In terms of difficulty to kill, this shouldn't change anything, instead it reduces the extra EXP they give from 50 each to 30 each. Having multiple high level bosses which gave extra EXP was helping facilitate making one high-level unit and just steamrolling the game with her.
Speaking of units steamrolling the game, toned down Maia somewhat. For now this is mostly done by reducing her bulk, bringing her HP growth down to 100, and knocking 25 points off of her def and res each, bringing them to 50. I also, however, reduced str and mag by 10 and skl and spd by 5, which should be less noticeable (at current levels, only ~2-3 actual stat points different on average) but should help prevent her from being as much a sweeper as she was. She's still stronger than others in terms of raw stats, but not by as much.
Decided I overcorrected and reduced most units' defenses by 10 each (15 on Steph and Emily's off-stat, 15 for each of Elise's, as well as 20 in each and 10 HP for Sylvie, who was too tanky in general). With the issue of random crits taken care of, and steel weapons removed from most early game enemies outside of lunatic, I'm hoping this should still be more challenging without feeling like everyone's made of paper. Also reduced base stats by an appropriate amount. ~Chapter 11 I'm going to be revisiting growths and stats entirely (as well as some other things) with the benefit of more hindsight, and seeing if I need to bring things down across the board to help keep extremes from getting too extreme.
140 speed on Violet was total overkill, it's been brought down to 100. She should still double everything but she'll be a bit more prone to being hit now. More importantly, it'll be possible to make faster enemies that she can't double but won't double everyone else. I also increased her base strength by 1, because on higher difficulties if she got poor initial level-ups she became basically useless because she couldn't deal much damage to even relatively squishy targets. This should help smooth that issue over a tad without buffing her too much on other difficulties.
Very slightly reduced Sylvie's build to be more in line with her being lighter than a normal person and to make her a little slower when using good weaponry.
Increased Galiena's build by a couple of points. She's a maid and much used to handling bulkier weapons as opposed to Violet, and has a rather sturdy body. She didn't need to have 4 bld lol.
Reduced Lily's HP to 90 (she's supposed to be frailer than she ended up being) and reduced her speed by 15. She hit hard enough as it was, having her double semi-frequently was going to be a bit crazy. This and the removal of HP steal tomes for now should help keep her a little more under control.
Lava Splash now inflicts "Residual Lava" (I couldn't think of a better name, if you have an idea let me know lol), which inflicts 2 damage at the start of every turn for 3 turns.
Increased the might of Claws and Fire Breath to 6 and reduced the manticore's offensive stats by 6 to compensate. This allows for me to make some more interesting choices when designing physical weapons instead of leaving the balancing of said weapons entirely to a unit's stats.
Increased the durability of most (but not all) physical weapons by 5. Progression is now 50 -> 40 -> 30 for iron/steel/silver weapons instead of 50 -> 35 -> 25. Most other weapons base their durabilities off of those (most notably javelins/hand axes), so those are updated as well.
Reworked Power Overwhelming so its activation chance is str*4 instead of str*2, but decreased the amount it ignores to 50%. This might get changed (again), but it means that at level 15 the skill will activate 100% of the time (since Elise has a 100 str growth and there is 0 randomness to her), sooner if you use the str up item on her.
Dialogue, Conversations, and Other Text: Fixed some text in the ability tutorial that indicated that abilities could not be used to counterattack. This is a holdover from some faulty testing I had done that gave me an erroneous idea of how the plugin worked.
More typo fixes (once again, thanks Grevias!)
Updated Web Shot's description to reflect that the state it inflicts also reduces skill and speed (it always did this, it just wasn't listed in web shot)
Made it clear in the text explaining the other pages of status info that status effect information is included.
Added a blurb from Emily in the base before ch. 6 to make it clear that she's now stocking steel weapons in the shop.
Removed the line on curatives stating that they do not cure straight stat debuffs, since most stat debuffs are in the form of things curative should reasonably cure, and also curatives were kinda useless if that was the case.
Misc: Slight refactor to how I'm handling the logic for conversation events in the base to make things easier for me. This shouldn't have any gameplay effects, but if something ends up bugged let me know.
Made it so that the internal switch that keeps track of if you're on current patch or not is updated when you leave the base. This means that you can only access the "unit fix" tools the first time you're in a base in a new patch, and helps make things more internally consistent.
Created a script that allows me to get a unit's level. As a result, I have gained the ability to easily create an event which will reset your units to the level and stats they would have upon joining, then re-level them up to exactly what level they were. This will wipe stat-boosting items, so the event will, the first time you activate it, refund all stat items possible to obtain up to this point. I'm not babysitting you and making sure you're not smuggling extra stat items via this, so do what you will, just know that using more than intended might impact your enjoyment of the game. Also for those so inclined, this event is repeatable if you want to reroll your units' stats - you could just do the same by reloading the save anyway, so I've saved your time and just made the event repeatable (minus the stat up items, you only get one set of those).
Updated Lava Splash's icon to use the new icon set I brought in for a new ability.
Made it so objectives is now just viewable on the battle prep screen instead of the janky info thing I had going on.
Changed the default battle music.
Update the Webbed status's icon from a down arrow to a web.
Changed the sound aquatic-type units make when they move. Currently this only affects Corina and the sailors in the sidequest.
Bugs: A missed trigger was causing accessibility options to always display in the opening regardless of whether or not you wanted to view them.
Emily mistakenly did not start with even str and mag. For saves that didn't start from the newest version, this will be stealth-updated the first time you enter the base, giving her +3 mag.
A couple terrain pieces in ch. 6 were mistakenly not walk-able.
Certain Drake Knights in ch. 6 had 2 more speed than intended.
Messed up triggers were causing Liam's intro to play multiple times on difficulties lower than lunatic, except for easy, which only played the lunatic version (and required more kills than intended as a result)
The "Claws" weapon had a graphic attached to it for some reason
There was an unreachable conversation because of the way I handle conversation requirements. This is only a problem for pre-0.3.0 saves that had completed chapter 6, and any such saves should be stealth-fixed upon entering the base for the first time.
Fixed being able to steal staves. Turns out the way I was doing it was working not at all in the way I expected, and I basically had to make another set of staves that can't be traded. A pain, but workable.
Fixed the battle prep tutorial always showing regardless of your tutorial options.
Fixed one of the escape tiles in the sidequest not refreshing properly.
Fixed the tile in front of the inn in ch. 5 being "empty" instead of "inn".
Get Monster Girl Uprising
Monster Girl Uprising
An SRPG game about saving the world by turning the inhabitants into monster girls
Status | In development |
Author | Fighterman481 |
Genre | Strategy |
Tags | 2D, AI Generated, Indie, Singleplayer, srpg-studio, Strategy RPG, Yuri |
Languages | English |
More posts
- v0.4.x changelog archivesMay 10, 2024
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- v0.1.X Changelog ArchiveMar 19, 2024