Putting up demo 6 here


I've gone and put my most recent demo [if you can even call it that anymore] up here. There's a lot of new stuff here as compared to demo 3b, so some specifics:

- More than 100 new enemies, and a bunch of new bosses besides those

- Easily triple the amount of dungeons compared to Demo 3b

- Two new tiers of classes accessible

- A new skill screen

- A silent auction

- A boat


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Link to main page is [here]. 

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Changelog[s]:

v.04: December??? 2020.

A whole lot of stuff's been added, but the important stuff:

    - New minimap and save screen

    - 4 new main dungeons and 5 new towns

    - Tier 3 classes can now be found

Systems-related:

- You now shouldn't be able to buy things from stores if your inventory is full and the item you're buying isn't already in there.

- Enemy drops also won't happen if your inventory is full and the items they're dropping aren't available.

- At max inventory space, treasure chests and any items forced upon you will increase your inventory space by one row.

- The way items are auto-sorted has changed slightly [generally, it puts tonics and battle items at the top and equipment at the bottom]

- Repels exist! Use them right when an enemy encounter is about to happen for maximum effect!

    -They used to reset between room transitions, but that's no longer the case.

- The encounter rate in most dungeons will now drop once you've reached a certain level threshold, beyond which you're probably more than able to deal with monsters within anyway.

- A new save screen has been implemented. What's being shown on it is somewhat in flux, but the world map, current location, and current level are sticking.

    -There was one gnarly bug involved here, which was hiding another less questionable one; those have now both been fixed.

- A minimap, has been implemented. Jump between areas you've already been, or just pan around the world map freely!

    - Saves from prior versions will have locations filled out to be more or less correct based on how far in you are.

    - The 'current position' marker now properly shows your overworld position while in towns and dungeons.

- The enemy radar now counts up every other step.

    - Several issues involving the radar not updating correctly or otherwise displaying a false value have been fixed.

--

- Upon leveling up, you will no longer be notified that you've learned skills you may have learned from a previous class.

- Non-heavy D and E rank weapons no longer tank your evasion and accuracy.

- The RCV buff staffs get is now affected by their user's proficiency in them. This has the side effect of making healers better at healing, the fallout of which I'll deal with later.

    - This was bugged for a bit! cool

--

- The number of weaknesses or resistances an enemy has [beyond 8] should no longer be inflated.

- Selecting the Standard difficulty while Easy is selected shouldn't show both being active at once anymore.

- Several incomplete or missing skill families are now working as intended.

- I had my reasons for limiting it initially, but the number of item stacks you can now have is 600.

- On certain maps, the encounter rate modifier no longer resets when transferring between them [or going between areas on the same map, for that matter].

- Inventories are now increased to 600 slots upon a new load.

- Various bugged aspects of the game over menu now aren't.

- New games being saved for the first time will now default to an empty save slot, if able.

- Several menus now default to the safer option [usually 'no', when it comes to overwriting stuff]

- Setting a file to be the quickloaded one, then exiting and restarting the game without saving will now no longer have the quickload toggle be turned off.

- You can no longer open up the menu whilst moving.

- Fixed a level-up screen bug involving incorrect skills being shown as learned [thankfully, the correct skill is in fact learned]

- The man who counts your bestiary entries at the Hunter's Club now only counts 'normal' enemies. There should still be enough to get all the rewards [2] so far even if don't beat a few of the missable enemies, though.

- Dismissing a hero will now put their equipment in your bag.

Map-related:

- The easternmost hall of the Henge Ruins is now closed off until the sidequest involving it happens.

- Encounter rates have been lowered across the board.
- Several rarer enemies have been made slightly more common.

- Wiping in Letegarme and returning to somewhere outside the ruins will no longer forcibly change the music.

Plateau Cave-related:

- A good few areas in the cave have had some visual changes made.

- There's some field enemies to contend with on the top floor, as well as some more specific places to encounter a new enemy to the cave.

- The havenmaker in the Plateau Cave now leaves once you've beaten the boss there.

- Fixed a minor scripting bug involving losing to the midboss multiple times.

Devil's Castle:

- A new weapon's been added in as treasure, for those who went in without a mage and want some sort of elemental damage.

- Fixed a bug involving the save point in the Tunnel to Mol.

- Swapped where the Phantom dagger is found [its prior location in Ku Ruins now has a different unique weapon in its place that's better suited for its location]

Other:

- The Ku ruins puzzle shouldn't put you in a wall if you do it wrong.

- Fixed some issues involving the Silver Fens fog.

Class-related changes/bugfixes:

- Rank 1,2 classes have had a few changes made to them:

    -Generalists now have 2 1/2 star stat growths across the board, to balance out their scattershot movepool and inabilty to gain bonuses from weapon proficiency

    -Mages, Backups, and Sorcerers have additional skills to learn, up to level 25

    -Several rank 2 classes get new skills:

        -Light Infantry gets Lash, an physical all-enemy attack that inflicts recoil damage.

            -It also costs a bit of HP to use now.

        -Dancers get Elecall, a single-target ether attack that deals fire or ice damage, then wind or earth damage, as well as Roulette, which reduces a random target to critical HP.

        -Evokers get All___ skills, which are an all-targeting skill that changes based on the Pact equipped.

        -Infiltrators get Alnuls, an all-target dark-element ether attack, as well as Shank, which deals critical damage to a target if the user's ACC is higher than the target's.

        -Librarians get Allux, an all-target lux-element ether attack, as well as tier 2 versions of their skills past level 14.

        -Hexers get one of four skills [Heats, Cyclo, Morpa, or Bolts] at level 13, based on their maximum of ATK, DEF, SKL, and SDF at the time

    -Nothing inherently changes about Evokers, but now the version of the skills they learn on level up will reflect the Pact they're equipped with [if any].

- Librarian skills can no longer be cast under Fog status.

- A few equipment proficiencies for Hexers and Librarians have been changed [they're better at using defense and skill defense-focused shields now, respectively]

- Rank 3 classes now exist! You can start collecting class data for them potentially as soon as you reach Naus.

Enemy changes:

- Several monsters in the Plateau Cave were changed around somewhat.

    - Fairy Slug: Raised SDF, revised resistances/weaknesses, and also gains Demi-Alfros [a weaker version of Alfros]

    - Ridgebug: Lowered DEF, but now only takes half damage from physical attacks.

- Calm Mages now only counterattack if hit with an attack that doesn't knock them below 90% HP.

- There shouldn't be an NWTC Transfer/NWTC Might formation in Io overworld formation list.

- Gran Golin now only gives 10,000 experience upon being beat.

Attack changes/bugfixes:

-Escape rates are now higher [75%/try instead of 50%/try].

-Various attacks now show what stat they go off of [ex: Fang now says .75x ATK in its description, rather than just .75x]

-Basic bow attacks are now point/ranged, as opposed to before when they were slash/ranged.

-Hide now works as intended.

-Alasul now does lux damage [was doing earth damage before]

-Blood Tonic [and the other skills in its skill family] now also raise the party's skill when used.

-A recon's special skill now takes from an enemy's ATK stat [unless its DEF is higher, in which case there's a chance to take from that; the same then goes for the DEF/SKL check and the SKL/DEF check]

- 2nd tier buffs [Pikes, Ferre, etc.] fail when used on a target above 180% of their relevant stat. Find some other way to pump it really high [...once you get them, of course]

- Escaping now resets the poison register, meaning that escaping from battle only to die from poison damage whilst doing so probably won't happen.

- The '___ Edge' family of skills now deal a greater percentage of the user's max HP as recoil damage.

-Equipment changes/bugfixes:

-Headgear that boosts accuracy and/or evasion should now do that.

-Mid/Lategame weapons have better multipliers on their default attack, to reflect skills otherwise completely outpacing them. It's not relevant right yet, but the current top rod/staff now also calculate their damage based off SKL/RCV, respectively.

-Most daggers now boost SKL, albeit to a lesser degree than dedicated SKL-boosting weapons.

-The symbols denoting armor have been changed. The names of armor have also changed to varying degrees, which should hopefully make them much more readable.

-The Catch spear properly appears in the equipment menu.

-Graphic changes/bugfixes:

-The in-battle sprites of Pugilists shouldn't be missing their headbands anymore.

-Ferres has her ponytail in her overworld sprite


v.05: April 2021. The important stuff:

    - FS is now a proper widescreen game, as opposed to the 8:5 DOS ratio the OHR normally has. There's still a border around things but ehhhhhhhhhhhhhhhhhhh, I'll live with that

    - Further dungeon [5-7 of them, depending on how you count] and towns [Asce, Apargi, Bind]

    - A new skill menu that's slightly more useful/relevant than the default one

    - Tier 4 classes, a boat, and a bunch of other stuff.

Class-related:

- Shadowmages now get Lune/Lunar, a lux+dark ether attack, at level 1/level 20

- Samurai now have their passive +50% of money earned effect.

- Starlets don't learn Lux Fang or Silv Fang anymore.

- The bestiary has an additional description for each enemy; it's now the first page, which may make going through things more interesting.

    - The bestiary page now also doesn't reset when going between entries.

Attack related:

- Twinshot and counterattacks now work slightly differently: now it doesn't trigger on-hit spawning or counterattacks on the first hit, while the second hit allows all that. The first effect isn't relevant quite yet, but I'll have to make some enemies where that is relevant soonish.

- Lash/Twinlash now have a two-attack delay attached to them.

- The basic buffs [Pike, Fere, etc.] now fail if the target has the relevant stat above 145%. There's a few reasons I want to do this [buffing up twice then sweeping isn't that interesting, plus enemies doing that to you then sweeping isn't fun]. Other buffs [a fighter's Overexert, the buff that's added on with a Sorcerer's Blood Tonic, etc.] keep their original stat ceilings.

- Caduceus and Antitonic now respect their target's stun/poison resistances, respectively

- Pure N.7 can now be used.

- Lux Fang is now the correct element.

- So are Alsulae and Alsoleil.

-...so are Nulls and Nulles.

- Hard step no longer costs 7 SP for each hit [only 7 SP total]

- Twin Edge, Tri Edge, etc. are a bit less expensive, but no longer come out early in the turn order. Take the risk of being self-KOd a bit more seriously!

- The Backup's Wave skills [ATK Wave, DEF Wave, etc.] now only buff to 20%, rather than 30%.

- DEF Burst now properly halves your DEF, instead of quietly damaging you.

- Alfere/Alferre are now similar to other 'generic' buffs, in that they don't go off if any target has higher than 145%/190% DEF, rather than only failing if every target is over that limit.

- The costs of a few skills have been shifted around.

- Heavy Archers now get Meta Rain, a T4-quality Ar Rain that comes in 3 waves; Ar Rain's now part of a skill family to accomodate this.

- Found the issue where certain attacks [several of the Backup's buffs, but at least one other] weren't being taken off the attack queue when selected then unselected.

- Also fixed two of the Backup's attacks that were working incorrectly in a related, but less absusable, manner.

- DEF Pass works correctly now.

- Fixed Alheat's caption.

- Fixed certain heavy guns checking for the wrong type of ammo when deciding whether or not to do their 'ammo out' attack.

- Chemists' Decant now tells you what attack item you've made.

- Reduced the damage Crescent Moon does from 200% to 150%.

- Punch Up's increased damage version now deals Contact damage instead of Ranged damage.

- Upper now properly doesn't show the 'paralyzed' text when it procs on a target that is immune to Stun.

Item-related:

- The Iode add-ons now raise SDF as intended.

- There's now a sidequest of sorts pertaining to the various rusted items.

- Armor that you get past Io has been nerfed a bit [getting to the point where a tier 2 buff can get lead to you taking 1 damage once up feels a bit questionable]

- Gum, an item that decreases an enemy's SPD a bit, can now be bought in Schiff after a sidequest [along with all the other attack items there].

- Hammers were kinda rare to find in weapon shops, so I went and changed that.

- The Anima whip now uses the correct attack.

- Fixed some issues pertaining to the Kaldes and Cosses summons.

Map-related:

- A certain midgame enemy now won't have a chance to be encountered in places it's not supposed to be [like, for instance, the first part of the overworld]

- The inn/springs in Io now has a downstairs room. The NPC that gives the starlet class is also down there now.

- A certain secret boss now appears after finishing up the Guardian Class Data sidequest, instead of also needing to clear Io.

- Fixed a softlock that could occur after talking to the elder in Ame, then heading back outside.

- Fixed another Ame-related softlock.

- Fixed a mistiling in the Plateau Cave.

- Fixed a softlock in Io.

- The guy who takes you to the bridge to Gattun now disappears after the event there, instead of only after talking to him.

- Added a few more hints towards the T4 classes in various locations.

- Fixed an issue with the Enc Ruins 'puzzle'.

- Fixed some doors in the Seasons Garden.

- Added alarm formations to a good few dungeon maps that used to not have them.

- Fixed being able to do the trial in the Asce haven after clearing it.

- The correct nameplate should now appear when going upstairs in Naus.

- Fixed the transitions to and from the upper floor of the lobby in the Palace of Io.

- The upper layer of the ledge in the Europa Ruins should properly block you.

Enemy-related:

- Various elemental resistances have been adjusted.

- Earth Light's SDF has been lowered.

- The Thief of Sonne's HP has been lowered.

- Sage Devil's HP has been increased.

- NWTC Might's ATK and DEF have been increased.

- Several enemies that were missing a response to being scanned now have one.

- Sidewinders have lower base ATK [60, as opposed to ~110], as their sword-throwing attack now has a higher base multiplier [2x as opposed to 1x].

- Tiny Golin now appears in the bestiary.

- NWTC Rounds are now actually machines.

- Slateworms' ATK has been increased.

- Might have fixed an issue with the extra enemies Lady Ceph summons not popping up in the Bestiary.

- Drastically raised the XP gain from the Gi Protector.

- Messed around with the ATK and SKL values of a few more enemies.

Systems Related:

- Enemies in the bestiary now have an additional page with a short text description.

- You can now see any additional forms of enemies in the bestiary.

- Fixed a visual bug involving comparing a piece of equipment that would lower stats to not equipping anything in that slot.

- Air and earth resistances in the status screen shouldn't be flipped now.

- A new skill menu's been added! Let me know if any of the costs are wrong, or if you run into any bugs.

- Arrows have been added to the equip screen.

- Healing skills accessed from the skill menu can now be used multiple times in a row, as opposed to before where they had to be selected once per use.

- Added an additional check to the end-of battle reward screen scripts to make sure that item 0 [N/A] can't accidentally get given to you.
- Changed how the tag setting for certain special bestiary entries is done. If you fight something that gets summoned and the summoned thing doesn't get put in the bestiary, let me know!

- Fixed some areas that were only partially set up to show up on the world map.

- You can now get the Infiltrator class data, even if you miss it the first time it becomes available.

- All of the Tier 3 classes now have the proper special skill description show up for them.

Misc:

- Miscolored pixels on some of the overworld tiles have been fixed up.

- Area name plates now go away in cutscene transitions.

- A certain choice at Mol Lookout now has ramifications.

- The Lethe Codec now has some translations to read after Lady Ceph's Palace, if you managed to find the means to decipher them.

- Two early-game scenes had their dialogue re-written.

- The intro now gives some actually useful setting info now.

- The skill icons have been revised.

- Changed around a bunch of text.

- Fixed a major issue with a late-game cutscene.


v.06: August 2021. The important stuff:

    - A bunch more towns and dungeons.

    - More items/equipment.

    - A 2nd money system.

    

    Class-related

    -Havenmakers now learn the skill version of All-Cure [not the item version].

    

    Enemy-related

    -Slightly edited the Armored Beast/Mythril Beast/Adamant Beast sprite.

    Attack-related:

    -Decarrow's targeting, specifically on the invisible defense-raising part of it, has been fixed.

    -...and so has Star/Comet/Meteo's.

    Item-related:

    -Several spears now have their intended weapon graphic.

    System-related:

    -You can no longer class change into classes you don't have the class data for.

    -The class you've changed into is now shown on the stat screen that pops up after the fact.

    -Item and instant death resistances are now shown in the bestiary.

    Misc.:

    -Slightly altered the intro scene. [You can still skip through it]

    -Fixed a key item popping up by default [as opposed to late in the game when you're actually supposed to have it].

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