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V0.10.0 Changelog:

Combat:

  • Surface effects: some status effects are now surface effects. Only one can be active.

  • When applying another, it interacts with the previous one in unique ways. (e.g Burn->Acid explodes, dealing fire or acid dmg depending on initiator, multiplying the values). Generally a good idea to focus on one interaction for initial deck building.

  • Many skills now do basic dmg in addition to applying those effects instead of having different dmg types.

  • Added blunt dmg which always does hp dmg, but only does half dmg to armored parts.

  • Added more skill upgrades. Upgrades for obtainable skills are often a lot better than your base cards. Skill upgrades may branch into more options.

  • Most skills have an icon now.

  • After a fight, restore each part to min 5 and reset global hp based on missing hp.

  • Card removal is no longer bugged. (access at night with 20/25/30 cards in deck. Gets cheaper with more cards) A princess also let's you remove cards below normal limit.

Fortitude:

  • Pain mechanic is removed.

  • Fortitude as new value with low numbers.

  • Certain things may decrease it, like breaking parts, frost, encumberance etc. If someone starts a turn at 0 fortitude, they give up.

  • LRes now acts as a shield for fortitude. When LRes is 0, further climaxes lower fortitude directly.

  • Characters/Species have unique values for LRes and Fortitude, changing ways to approach them.

  • Broken parts may decrease fortitude by varying amounts.

Potions/Crafting:

  • Each ingredient can also be used for potions if you leave the clothing slot empty.

  • Potion results are based on the highest elemental values in ingredients.

  • If there are multiple highest elements, you can create unique potions for each combo.

  • The values of their effect will be equal to the highest value. (e.g. 5 fire = 5dmg fire potion. 3 fire, 3 nature = 3 duration aoe burn.)

  • Average rarity of ingredients will determine uses.

  • You can equip 2 potions in the morning and use one per turn with no cost. Befriend Alice for refills etc.

  • Each course specialisation comes with some starting consumables.

  • Alchemy overseer let's you use potions without consuming them.

Characters:

  • Added strength overseer.

  • A few new creatures and basic enemies.

  • New art/design for Daliah, Lisa (not consistent yet)

  • Each maincharacter can teach a unique signature skill at max friendship.

  • Characters often have special night sidecharacters to introduce you to or when you play as them.

  • Creatures now have unique taming bonuses/tactics depending on species.

  • Creatures can have rarities which change their loadout as familiars. Also affects possible blueprint drops.

  • Familiar upgrades changed. Always 2 upgrades to primary and one to secondary skill available. (similar to player upgrades)

  • Taming is changed. Each creature has special requirements to gain success chance. Tame card/consumable triggers that once. Remaining Fortitude lowers taming chance. Can see chance when hovering over LRes.

UI:

  • Changed image display to be varied. No longer all fullscreen 16:9 pictures in background.

  • Instead they are mostly unobstructed as smaller part of UI.

  • Added x-ray view, though only visible on a few images currently.

  • Can now load saves from start menu.

  • Many small changes to most things.

Other:

  • clothing generally has less hp. Seduction effects are stronger.

  • Special temporary cards are often upgraded to be cheaper.

  • Enemy behaviour updated.

  • new punch basic card for strength based characters. punch/strike distribution based on character.

  • Added some more cheats.

  • Many bugfixes and small changes.

Download(V0.10.0):

Windows: https://pixeldrain.com/u/zc9jfyau

Linux: https://pixeldrain.com/u/mV4aJugW

Comments

Cial Northall

Is there a chance for a better tutorial? The game seems really cool but i have no clue how battles work or what I should be doing really.