BETA Version 2.5 Update


Version 2.5 Changelog:

  • Body armor are slightly buffed. Made it more viable to use as opposed to the starting gears.
  • Weapon stats are rebalanced.
  • Cut-in effects added to Exceed Skills.
  • Runesmith's attack follow up buffs all last 1 more turn.
  • Guardian's Bolster provides more Armor.
  • Academician's Cosmic Visions cost less BRAVE.
  • Tactician's Composure now cost no BRAVE.
  • Hexsinger's Lullaby of Solitude cost less BRAVE.
  • Added marker to exit office without using facilities.
  • Added a note to explain how the rogue mode autosave works.
  • Added healing points between sections to reduced the need for healing in battle, as often.
  • Spray Vitalin from supply rifts gives 3 Spray Vitalin now.
  • Added X Vitalin to Spring area.
  • Added Map display names for important areas.

A balancing and rework patch for all characters. All buffs!
This patch will address the gameplay issues where some characters are too punishing to play sub optimally while the performing well with them are not tangible enough to reward players.

Begonia: Her main issue is her lack of damage scaling, placing her into purely a support role, and an one dimensional one at that. This update will bring her into viability as a tank and a damage dealer, if they player choose to build her so.

  • Ω Guard now adds various effects based on the flow ring colors acquired that turn.
  • Flummox cost less BRAVE.
  • Misdirection cost more BRAVE.
  • Swordbreaker hits twice now, total damage is also increased.

Sol: Sol is in a good place, performing his intended role as a straightforward member. Operating directly with the game's main systems. However, his Armor skill Spirit Shield was too weak and there is little reason to use it. So Sol now will be given more ways to manipulate Armor.

  • Spirit Shield now costs BRAVE! But the shield amount is drastically increased.
  • Spirit Shield Ω now uses all Armor existing on Sol to deal a multitargeting attack. (Animation on enemies are also corrected.)
  • Further improves Sol's Guarding ability by giving his normal guard an Armor generating ability upon taking damage.

Melodi: The character that has been the center focus of the rebalance changes so far.  With a greater emphasis on ally's Endurance instead of just Melodi's heal power, Melodi will be buffed by granting Endurance boosting skills while giving her the only Ω Guard skill the doesn't reduce your Endurance on repeat use.

  • Melodi's Allgrace now also boosts Endurance by 3 stages instead of just recovering lost stages.
  • Starfall damage increased.

Rhuuk: This newly released character is still undergoing a lot of design choices. Beginning as the go to single target damage dealer, the game has since evolved to cater to more fluid roles. This change will double down on Rhuuk's strength of cycling his options without much care for the opponent's actions. Which plays into his theme of this unstoppable macho hunk of a HUNK!

  • Rhuuk's Overswing power scaling has been fixed.
  • Base weapon, Elkin Skyshelter's Gear Skill "Shelter", now has 1 less of cooldown.
  • Basic attack and Ω Guard now uses a new resource "Passion". He gain naturally throughout the course of the battle.
  • Overswing Ω can utilize "Passion" to increase damage.
  • Through Ω Guard Rhuuk is now able to approach Flow more quickly like the rest of the cast.
  • Apprehend Ω reduces 1 more Endurance stage.
  • Judgement will be guaranteed to strike critically if used at max "Passion".

Varis: After vigorous testing of this character, it is concluded that he is too polarizing of a character and the balance between risk reward is not balanced. Varis is too punishing when he misses his skills and does not provide enough offensive threat consistently. This patch, he will receive some help to not punish misplays as much however, this will not raise his skill floor, but heighten his skill ceiling further.

  • Stance Shift has been replaced by Banishing Beak. Timing based move that allows Varis to hold onto Flow.
  • Ω Guard now can be timed to change into an offensive boost when healing is not needed.
  • Yomi now has a damage threshold of 125 for it to fail. This allows for defending set ups for Yomi to trigger.
  • Steel Salutation now has priority. To accommodate the removal speed control through Stance Shift.
  • Infinite Iris state grants a 25% increase in Defense and Endurance while active. Allows Varis to take hits better while stacking Iris.
  • Infinite Iris casting cost has been reduced. A situation where enemies launch a large number of multi-hitting moves is too rare.

Kaylie: Our win-more archetype of the roster has an issue of being somewhat too powerful sometimes while also being very weak the other times. This feast or famine situation can be quite discouraging when the latter is encountered too many times in a row. So this patch, defensive options will be given to Kaylie.

  • Passing the turn while under the effect of Archmage now grants Armor and Defense stages, while performing a normal guard.
  • Base Endurance value is increased.

Zaxxi: Is at a good place so far, being the most self sufficient of the bunch. His issue is that he might be too self sufficient at times and team interaction skills are often gone underused. This patch gives him a little boost to his core gameplay as well as making his support moves more enticing.

  • Using Shadowstep after chaining normal attacks will now end the chain, but Health and Endurance costs are inverted.
  • Pack Formation will cause whoever has a lower resulting health to be less likely targeted by enemies for 2 turns.
  • Pack Formation Ω now recovers lowered Spirit stages.
  • Crescent Reaper is now called Prey Exemplar. Overkill bonus is made easier to cap out, but it caps at 3 times now.
  • Base Endurance value is increased.

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