Just updated Shattered World. Found here: http://www.64digits.com/games/index.php?cmd=view_game&id=5595
Full list of changes: - Added more names to the list of random names yourenemies will get. It now reaches 890 names, 438 of whichare male names (aka 452 female names). This time I'vegotten hold of more japanese and arabian names inparticular. - Did an extremely time-consuming, tedious, but necessaryfine combing and utter rewrite of the main AI Action Selectscript. Found and fixed quite serious issues: - AI would only take the HP status of the FIRST friendunit into account when considering healing due to meactually missing out on {} around an if block! - AI would also consider healing when their allieswere dead (since 0 HP is below max HP) which would ofcourse not be helpful at all. - Due to a (true/false) vs (value) variable confusionenemy spellcasters would not cast spells any fartherthan ONE PANEL AWAY no matter what range the spell had. - Enemies would use the Healing score check scriptwhen using unranged Buffs and thusly give less priorityto buffing full-HP allies (more precisely, give zeropriority to them, which means they'd never buff whenthey actually SHOULD - when not needing to heal orhaving the opportunity to attack!)The resulting (actually working) AI might have increasedthe difficulty of some stages. Or, more precisely,restored it. Hopefully, the game will now also feelmore challenging in a good way (aka, feel less boring). - Talk with Donovan after the Last Stand stage and hewill increase the maximal dispatch value to 8 characters. - Cervantes is now gone when you replayRuruu Field: Last Stand and is replaced by a genericcharacter with lower stats. - Removed some unused classes from the game. - Tinkered with some classes, in particular Whitebladeswill now be a bit more balanced. (But they're stillGlass Cannon characters like they're supposed to). Also,Ironkegs now have higher DEF/RES aptitudes.NOTE that class data is saved in the character data, socharacters in your party will not be affected. Only newcharacters generated in 0.4.00 and later will have thenew base stats. - Added a new class, Lancer. - Fixed issue with casting a buff spell not countingas actually doing something, letting you spam them.Had stuff in wrong order, so the script aborted withoutsetting the "Move Successful" thingie to true like itwould do after an attack / healing spell. - REALLY fixed: pressing Cancel on a character thatstands on a entry panel would let it escape even if hadperformed an action this turn. The previous "fix" wouldremove the character from play altogether! This wouldeven net stages unloseable since the removed characterwould count as "in play", but would be impossible toactually target by enemies. (Its position would beset to the numerical value of my NULL constant, whichis negative and thus lies outside the game board) - Added 2 new stages to Ruruu Canyon: Blood Bridge andGoing Berserk. - Removed a debug button I'd forgotten to Dev Only.Lucky nobody found it out. - Added new debug features: Execute Yarucode andInstant Grinding. May make the bedug mode available togeneral public at some stage in the future, but for nowit is Dev Only. - Made magic spells create pop-up messages"WEAK!!" and "Strong…" when you have an elemental damageboost/nerf of at least 20% to clarify why the damagefrom spells can vary so much: the elemental multiplier.Misgaia didn't do this and I always found it so annoyingnow knowing if "+50" was good or bad. That's also whyI've color-coded weaknesses red and resistances greeninstead of having them color coded by the element ofthe spell as Misgaia did. XYZ Tactics Advance, as faras I know, had no weakness/resistance at all buthad items that made you immune to certain elements whenequipped.So, put short, I now think I've chosen the best methodto handle elemental weakness, improving the system Iliked the most by removing the flaws I hated the most. - Sarhya, Ironkeg, Armor, Red Witch, Mageknight andMiko now have different elemental resistances than before.Sarhya has no weakness and resists Fire/Water. Armorand Red Witch are neutral to all elements, Ironkeg,Mageknight and Miko resists all elements at differentrates. - Began coding basic stat aliments (Poison, Stun, Sleep,Amnesia and Fear) to add a new tactical dimension.Bosses are not immune to stat aliments, but have ahigher resistance to them so that they'll last a shortertime until curing. - Dragons (Sarhya and Aegis included) and Clerics havea higher resistance to stat aliments too. Which meansthe Cleric finally has a selling-point argument overthe White Mage after being vastly inferior for a while. - Bats now starts with a skill called Venom Fang thatpoisons the target when it hits. If you want to have iton your cherished bat, you can always convert a new batand let your old bat absorb it at a Guild Hall. - Added 5 more stages to the Greatwall Guild Hall Arena.The final stage has a Lv.256 boss enemy, and the levelprogression in this guild hall is very fast, so if youwant to face additional challenges after beating thegame (er, the last stage of the demo for now) youshould go here. - Hopefully fixed a rare error about going out-of-boundsin an array called "hit_box" during the main AI script. - Fixed a bloody freakin' MEGA SUPER FATAL glitch inthe position a Unranged Special would be executed fromwhen done by an AI character. It used the characterone step in the facing direction of the special insteadof the actual character who would use it. Since itwere likely facing a player character at that point,you can guess the rather odd effects coming from this. - Fixed the same glitch even more. Now it should be100% fixed. - Dragon Drop now has a 30% chance to stun each target. - Venom Shot now has a 95% chance to poison target. - Headcrush now has a 95% chance to give target amnesia. - When selling an item, the description window wouldchange to show your money instead of just going empty.This looked glitchy. - Made all Staves cheaper, especially low rank ones. - Added some new ACCESSORY-type items:>Shoes that blocks movement but increases defensivestats at the same rate>Armlets that increases your Counter>Gowns that increases resistance to all elemental magic - Caused game-crashing glitch at enemy phase start… - Hopefully fixed it. Seems like me fixing the aboveMEGA SUPER FATAL glitch caused a new one; I didn'trealize that attacks and unranged specials wereanchored at different relative points so I brokeAI attacks when fixing AI unranged specials. Causedannoying, but neccessary inline expansion rewriteshaving to be done. - Really fixed it. - Tinkered a bit with the XP requirement formula sinceyou started to need extreme amounts of XP really quickly(from Lv.100 to Lv.120 the XP needed would double whichis too quickly; the actual rate should be that for doublelevel you'd need quadruple XP, or a double in this caseat Lv.142)I did not adjust the amount of received XP from enemies,though. Might need to lower that too later… but for now,essentially, LESS GRINDING FTW!! - Noticed again the glitch that on stages with many enemies,characters "overwrite" each other and creates chaoticglitches. This actually happens BEFORE enemies reaches thecap of number of enemy characters (29) for some reason. - Added more stages in the Estahaan Guild Arena whichpreviously had a pathethic 3 stages. - Realized my previous limit of 24 enemies. The game canhandle up to the actual ceiling of 29 enemies, but onceyou pass 24 there starts to be issues with the playercharacter IDs. I have forgotten what caused this!Will look into it, because fighting huge armies ismore epic than fighting mere 24 enemies.(24 is actually pretty much, but never mind) - Drew a new loading image featuring a snapshot of theworld map and Sarhya. The sky is the limit! - Redrew the Shihikas (aka Desert Witches) that you canspeak with in Estahaan. - Added a new stage to Ruruu Canyon: River Source.Next one will be the boss stage! - Added a world map Shinto shrine. Still not entirelyobvious, but a lot easier to find than the academyshrine. So now everyone should have access to theEssence system. - Added a new cutscene called Lost Love Found. - Palette tweaks for Female Black Mage and also angraphical edit to the hair of the mugshots of the firsttwo ranks of that class. - Added a new class, Mage Knight. - Finally started working on Master Uranus's sprite. - Finished sprites and mugshots for Master Uranusand King Stefan (of Autonomous Area Of Estahaan) sothat I finally could make that important cutscene. - Player characters now has a 50% bonus JUMP whenjudging whether they can move to panels on lowerground (so you can go down some ledges you can'tgo up, such as Level Forest stage 3 "Waterfalls"'sarcher hilltop which made most units stuck if thrownup there) - Cheap whips now have a range of 2. Actually forgotto give them increased range! Also made some whipsfurther up the ranks have ranges of 3 (Bull, Criticaland Lion whip now have a long range). - Added background (parallax) functionality insteadof the old single-color backgrounds. - If you haven't noticed it by now, there's been awhole damn lot of changes. - Enemy healers now consider healing someone at fullHP a (somewhat) negative move rather than a neutral move.This should hopefully avoid them wasting SP on healingpeople already at full health. - The two female Armors you fight during Rubeus' FirstTest are now indeed female instead of just having femalenames.
Congrats on the update!
I can only imagine what a headache it was to fix this many bugs!
(well, at least if your approach to game programming is like mine)Shouldn't the winner of the 64RPG contest have a fancy badge of sorts?
I'll hand over the generic "won a competition" badge for now, but I think a contest as large as 64RPG should a unique badge. Toast should make it, considering he made the contest and now he's suddenly a good pixel artist :PI already pm'ed Cyrus about adding badges I made (yes he didn't reply, yes I am offended (jk Cyrus)), maybe you can do it Ferret?
I made these very quickly so they're not great.Either of these for finalist badge (I wasn't sure how many people know the "newfags can't triforce" meme, or if the joke would translate): This one for winner (that is, Yaru):If Ferret can't, I can.
Haha those are awesome! I'll see what I can do, but I think someone else could do it faster considering I still need to set up my Git on my tower.
Edit: Please do Kilin, thanks! (I was thinking the two gold ones were perfect)So out of the finalist badges, which one do you want to keep?
Fuck you for stealing my glory.
oh no
brb