Announcement of update 0.07 BATTLE UPGRADE!!! / Update moved up to an earlier date!!! (Patreon)
Content
Good health, dear Cossacks!!! We hope you had a wonderful winter holiday and are ready to return to your daily routine (even if you really don't want to🙁). But let's cheer you up a little - we'll reveal the content of update 0.07 BATTLE UPGRADE!
We have also reviewed our plans for the release of SECRET - unfortunately, we still have a lot of work to do to achieve our goals. Probably just as much. Therefore, we decided that the best option right now would be to postpone it and release update 0.07 BATTLE UPGRADE first! We are optimistic about the release date - the second half of February, if everything goes well and without changes
So, we have reached an important point in development - rewriting the old combat system, updating it and integrating it into the game cycle. The changes will affect not only it, but also all other elements that are directly or indirectly related to it. We already have the documentation ready and the combat system interface is almost 100% complete, so we will move straight on to its implementation. For your review, here is the main list of changes for the next update:
Combat system - complete technical update and concept review. It will remain turn-based, but many elements will be changed for the better
Cutting RPG elements - abandoning the level system (removing the stats application), the danger of enemies depends on the faction or their own characteristics (quirk, weapon, drug influence)
Inventory - use of items during combat as an alternative to using steps (mainly items are Mei's babies and consumables)
Raid Map - full implementation of combat into this system with rewards, items, etc
Quirk tree - visualisation of all quirks that Izuku receives. Obtaining quirks will be exclusively plot-driven. It will be blocked for now, but will be available after the U.S.J. arc
Other changes - health recovery after sleep and rest, obtaining consumables and items from characters (Recovery Girl, Koyama, Mei), possibly exchanging items with Koyama (loot from bandits for items)
Updating outdated models of some enemies
Updating sfx and vfx of the combat system
Updating the interface of all the elements mentioned above to a single style
A tutorial from Sup on the combat system
These are the basic things we will focus on in this update. We decided to focus on making a combat system that is limited but complete, without unnecessary elements. Consider this to be the main cyclical puzzle of the game, where you will choose how you want to beat up your enemy :). This is what we can afford with our budget and overall resources. And that's better than chasing something big and getting nothing at all.
This is the beginning of major changes for the game, which will lead us to a comprehensive update 0.1. There is still a lot to do, but we are glad that we are getting through it all and seeing the light at the end of the tunnel. And we thank all of you, without whom this would not have been possible. Thanks for your attention!!! Budmo!!! Stand with Ukraine!!!