1.08 Major Update:


1.08 Major Update:

This update focuses on overhauling and improving the core gameplay.


// Gameplay Changes //

Battle Turns:

- Changed the timing of each turn in battle, instead of being 1 second total, there is now 1 second for the players Team then 1 second for the Enemy, with a result of turns now taking 2 seconds total.

This helps make it easier to keep track of what's going on during a battle, as well as giving your Mana more time to regenerate. (as mana recovers in real time not based off of Battle Turns)


Healing/Magic Staff: (Clicking on Heroes)

- Replaced the Healing Staff system with the Magic Staff system.

Healing Staff (Old): 

When you Click on a Hero you spend 1 Mana to Heal them for a certain amount of Health (e.g. +1000 Health recover), While this works well early on, after a while it becomes limiting due to being purely reactionary as well only usable on Heroes that are losing health.

Magic Staff (New): 

When you Click on a Hero you spend 1 Mana to boost their Damage and Max Health (e.g. +1000 Damage, +1000 Health, +1000 Max Health). This gives the player more freedom as it can be used as an offensive and defensive tool, as well as being able to be used on any Hero in the Team. (assuming they're not KOed)

(Note: The way the Staff is levelled has also been changed, so current players will need to upgrade their Staff)


Enemy Blocking and Dodging:

- The Different Enemies types now have different Dodge and Block Chances, Previous they all had 10% Block Chance, and 5% Dodge Chance.

Daytime Enemies: blockChance = vitality x 3. dodgeChance = vitality.

Nighttime Enemies: blockChance = vitality x 3. dodgeChance = vitality x 2.

Boss Enemies: blockChance = 5 + (level / 50). dodgeChance = level / 100.


Minor Skills:

Minor Skills have been replaced by the Lunar Burst system.


Lunar Burst:

When a Heroes Lunar Burst activates they will get a large boost to their Damage and Max Health, as well as recovering all of their Health.

The Bonus gained is based of how many Copies of the Hero you have. (1 Copy: +30%, 2 Copies: +40%, 3 Copies: +50%)

The Burst Gauge is Charged by:

+1% Charge: Being Hit by the Enemy

+3% Charge: Attacking the Enemy

+5% Charge: Blocking or Dodging an Attack

+5% Charge: being Buffed by the Magic Staff


Major Skills:

Some Major Skills have been adjusted due to the removal of Minor Skills.


Ibari OLD:

Skill 2 - Heal 50 Health per Turn.

Ibari NEW:

Skill 2 - Heal 50 Health per Turn, Heal Row by 5% and Entire Team by 2% of Their Max Health per Turn.


Matsura OLD:

Skill 1 - +10% Block and Dodge Chance for all CAVs in the team.

Skill 2 - +10% Block Chance for the entire team.

Matsura NEW:

Skill 1 - +10% Block and Dodge Chance for all CAVs in the team, +10% Block Chance for the Entire Team.

Skill 2 - Ignore Light Armor (Armor Rating of below 50)


Aka OLD:

Skill 1 - x2 Damage for 1 Attack, Damage the Enemies Armor by 10%.

Skill 2 - +1000 Damage, +10% Block and Dodge Chance for the rest of the battle

Aka NEW:

Skill 1 - x2 Damage for 1 Attack, Damage the Enemies Max Health and Armor by 10%.

Skill 2 - Make an Enemy focus on this Hero for 5 Turns.(Taunt for 5 turns), +20% Block and +10% Dodge Chance for the rest of the battle


Tera OLD:

Skill 3 - Heal 30 Health per Turn.

Tera NEW:

Skill 3 - x10 Damage for 1 Attack, +10% Damage for the rest of the battle.


Yuuki OLD:

Skill 1 - +10% Block and Dodge Chance for the rest of the battle, +400 Damage.

Yuuki NEW:

Skill 1 - +10% Block and Dodge Chance for the rest of the battle, +1000 Damage.


Shiki OLD:

Skill 1 - +2000 Damage, +500 Max Health.

Skill 2 - +3000 Damage, +500 Max Health.

Skill 3 - +5000 Damage, +500 Max Health.

Shiki NEW:

Skill 1 - +2000 Damage, +1000 Max Health.

Skill 2 - +3000 Damage, +1000 Max Health.

Skill 3 - +5000 Damage, +1000 Max Health.

(Any Heroes or Skills not listed have not been changed.)


Food/Drink System:

This has been replaced by the Medicine / Meds System.


Meds System:

Works the same way as the Food/Drink system previous did, but with more notable price differences, and limited stock per day. This makes more sense as you would expect someone to acquire food/drink themselves, but acquiring specific Medicine may be more difficult for them, especially given the prices and limited stock. This system is mostly a far more refined and improved version of the Food/Drink System.


Small Changes:

- Changed the Leaders Rings Max Level from 30 to 50

- Changed the Light and Dark Chains Max Level from 30 to 25

- Changed the Conversion Rates for convert Metal to Magic and Magic to Metal

- The Renai Cube now has 12 different items instead of 6.\


// Presentation Changes //

Main/Battle Screen:

- made the Health bars more interesting, the rotating points around a Heroes Health and Burst Metre will speed up when Burst is Active or slow down if the Hero is KOed.

- overhauled the Foreground Art, the Background art is not yet complete.

- Made the Success and Default Panels look more appealing

- Changed what the Healing/Magic Staff interaction looks like

- Their is now an effect when a Hero or Enemy Attacks, this replaced with something more visually interesting in future.

- The Block, Dodge, and Hit effects have all been updated.

- made various minor tweaks to existing assets


Various:

- Updated the Help screens to be visually appealing and have up to date information

- Made the Help/Question Mark buttions look more Button-y.

- Overhauled the presentation of the Crafters Guild, Coffee Shop, and Goods Trader, as well as all of their submenus.

- Did minor Tweaks to Various Buttons and Text Objects.



Files

GATE SILVER alpha108.zip 30 MB
Jan 29, 2021

Get Gate Silver Alpha

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