What’s that? Early Access is right around the corner? Oh my! I wonder what’s new for the release? What did you say? We've got early patch notes stating all changes for June 2nd? Oh, wow! What are we waiting for? Let’s dig in!
The duality of physical and magical attack and defense is an old gaming concept that has fallen out of favor over the course of time. While it makes perfect sense to have both parameters in an RPG featuring a single character with multiple building options, this isn’t the case in a party-based RPG where every party member fulfills a specific role. A warrior-type class only has access to physical attacks, a wizard-type class only has access to magical attacks… so why not give both an attack parameter that works for either kind of attack? Therefore, I have decided to remove magic attack and magic defense parameters, severely streamlining this element of the game.
- Removed magic attack and magic defense parameters from the game
- All attacks now are based on the user’s attack parameter
- This indirectly buffs the strike command of both Faeris and Monolith
- All attack-based abilities can miss
- All non-damage-based abilities cannot miss
The implementation process of the promised Nightmare mode, the third difficulty setting, has given me a lot to think. After some careful consideration, I have concluded that the gameplay loop of Eternal Dreamers does not warrant the existence of multiple difficulties. Instead, Nightmare mode will be turned into a full-fleshed continuation of the story, almost doubling the amount of available areas. Since this will be an extensive addition to the amount of unique content available in the game, the story has been split up into what is called Episode 1 and the upcoming Episode 2. Rest assured that this new episode will provide a good challenge to even the best of players upon its incremental release throughout Early Access!
- Changed the naming convention of the primary quest-type
- Before: Investigation
- After: Main Quest
- Abolished all difficulty settings in favor of an episode select
- Before: Normal, Hard
- After: Episode 1, Episode 2
- Slightly altered appearance of the area select screen
- Added a weather effect to the first two quests in the Crater
- Adjusted music playing in the Crater
- Changed background of the second quest in the Depths
- Extensively redesigned the laboratory, now referred to as the bridge
- Visiting a new combat area for the first time will trigger a comms message from Eucreta, giving insight into the new locale
- After clearing the first quest, Alexandra will ask you to visit Eucreta before proceeding with the next
- Changed overworld monitor graphics to reflect their actual interactable content
- Changed the casino table graphics to reflect their actual interactable content
- Reduced attack values of Spirits summoned with 20 and 30 spirit fragments
- Added two new conditions to the random condition rotation
- White Abilities Disabled
- Orange Abilities Disabled
This quest-type has been reworked into a rematch system against your strongest foes. Henceforth, beginning an Urgent Encounter will begin a battle against the rare variant of one of the major boss-type enemies you have defeated at your respective point in the story. Their difficulty will be greatly improved from their initial encounter, providing a fresh, yet nostalgic challenge.
- Defeating an area’s final boss-type enemy unlocks their rare counterpart as a possible encounter with much stronger stats in the Urgent Encounter quest-type
- The following bosses are part of the lineup of available Urgent Encounters
- Episode 1:
- Forest God, Zanasu & Ephalia, Assault Imperator, Decaying Dragon
- The above drop 3x Infection Fragments & 20x Goddess Fragments
- Due to the urgency of these quests, starting any other quest will remove access to the Urgent Encounter currently active
- Completion of, failure of or evacuation from the Urgent Encounter will remove access to the Urgent Encounter currently active
- The Treasure Hunt game is marked with a name tag
Another wave of balance adjustments switches around some of the previously class-exclusive status effects among classes to create more diverse characters and increased synergy potential between them. Furthermore, the Blood Driver’s mastery of the blood has unlocked another new ability in Unethical Transfusion, and the Illuminon will be more impressive in both offense and defense thanks to the new Blessed status effect that increases the potency of subsequent healing for the remainder of the turn, and an improved and cheaper to cast Holy Prism.
General
- Adjusted some ability descriptions
Blood Driver
- Added new orange-grade ability Unethical Transfusion
- Instant: Once per turn, sacrifice 25% of the user’s maximum HP to heal 50% of another ally’s maximum HP.
Leader
- Renamed Rallying -> Charge Call
Assassin
- Renamed Poison Slash -> Demon Dance
- Changed the effect of Demon Dance
- Before: May poison each target
- After: May cause Fearstruck in all targets
- Changed the icon and animation of Demon Dance
- Renamed Fatal Stab -> Assassination
Note: The Poison Slash ability remains unchanged for enemies
Illuminon
- Changed the effect of Heal
- Before: Heal 25% of the target’s HP
- After: Heal 25% of the target’s HP & grant them the Blessed status effect
- Changed the cost and effect of Holy Prism
- Before: 5AP; may silence the target
- After: 4AP; reduces the target’s charge level by 1
Practitioner
- Changed the effect of Devour
- Before: Reduces the target’s charge level by 1
- After: May poison the target
- Changed the effect of Darkness
- Before: May cause Fearstruck in each target
- After: May cause Silence in all targets
So far, enemies hardly had options to manipulate the charge level of our party. With several new attacks at their disposal that can do just that, this is no longer the case! Let’s see how you like being reduced to charge level 0 on a critical turn! To make matters worse (for you), bosses receive stronger Strike commands that will keep your party on their toes!
- Added several new enemy-exclusive attacks
- Strike α (boss-exclusive)
- Strong single-target strike
- Strike Ω (boss-exclusive)
- Strikes two random enemies
- Charge Bash (white)
- Reduces the target’s charge level by 1
- Charge Slam (orange)
- Reduces the target’s charge level by 2
- Charge Bounce (orange)
- Reduces the charge level of all targets by 1
- Charge Smash (orange)
- Reduces the charge level of two targets by 2
- Altered several enemy attack patterns
- Renamed some enemies
- Headpriest à High Priest
- Ancient Priest à High Priestess
- Infected Dragon à Decaying Dragon
- Nevo/Neo Shred à Lero/Ophe Shred
- Nevo/Neo Plant à Lero/Ophe Plant
- Changed the enemy sprite of Glacierblade
- Changed the enemy sprite of High Priestess
- Changed the enemy sprite of Neu Shredd
- Adjusted the enemy sprite of Zombie (male)
- Adjusted size of some enemies
- Increased the amount of Spirit Fragments & Goddess Fragments received from
- Minosta/Ancient Minosta
- High Priest/High Priestess
- Added new status effect: Heartache
- [1 turn] Cannot use Unethical Transfusion
- Added new status effect: Blessed
- [1 turn] Healing is 100% more effective on the afflicted
- Added an animation for Stunned
- Removed the animation for Silenced
- Adjusted attributes of all three types of protective gear in accordance with the removal of magic defense
- Armor
- Before: High defense and magical defense, lowers evasion
- After: High defense, lowers evasion
- Vest
- Before: Moderate defense, low magic defense
- After: Moderate defense
- Cloak
- Before: Low defense, moderate magic defense
- After: Low defense, increases evasion
- Protective gear now has unique names for each rarity level
- Armor/Vest/Cloak
- Guard Armor/Vest/Cloak
- Brave Armor/Vest/Cloak
- Grand Armor/Vest/Cloak
- Metal Armor/Vest/Cloak
- Hyper Armor/Vest/Cloak
- Noble Armor/Vest/Cloak
- Perfect Armor/Vest/Cloak
- Ultimate Armor/Vest/Cloak
- Naming scheme for earrings has been changed
- Before: e.g. Fire Earring [T1], [T2], [T3]
- After: e.g. Fire Earring, Fire Earring+, Fire Earring++
- Changed the cost of socket pieces
- Before: 3x of the same socket piece of the previous tier
- After: 3x the previous tier’s socket carbon cost
- Added one playtester-designed weapon
- LYUDMILA (Rifle): A historic weapon of great kill count
- Updated Eucreta’s dialogue to display her character bust
- when playing the tower-type quest
- when escaping from battle
- when an Urgent Encounter is activated
- Added several new Advent staff members to the hub area
- Added new dialogue in the tower-type quest
- Changed select dialogue
Up until now, progressing through the story of the game unlocked better items in all stores automatically. That was a very old school approach to how unlocks are handled nowadays. To modernize this aspect of the game and to offer more player involvement, a new shop upgrade system has been implemented. Now, it’s up to every player to decide which stores are upgraded at a given point in the game. Do you want better weapons, better armor, or better items? That decision is yours to make alone!
- Removed references to magic attack and magic defense throughout the entirety of the game
- Progressing the main quest no longer will unlock new shop offerings
- Implemented a new shop upgrade system
- Shops that can be upgraded:
- Weapons
- Level 2 (10x Weapon Amplifier)
- Level 3 (15x Weapon Amplifier, 20x Spirit Fragment)
- Level 4 (3x Dream Essence, 20x Weapon Amplifier, 20x Goddess Fragment)
- Armor
- Level 2 (10x Armor Amplifier)
- Level 3 (15x Armor Amplifier, 20x Spirit Fragment)
- Level 4 (3x Dream Essence, 20x Armor Amplifier, 20x Goddess Fragment)
- Items
- Level 2 (2500x Gold, 2x Attack Boost, 2x Defense Boost)
- Level 3 (5000x Gold, 20x Spirit Fragment)
- Level 4 (10000x Gold, 20x Goddess Fragment)
- Abilities
- Level 2 (3x Dream Essence, 4x Infection Fragment, 25x Goddess Fragment)
- Gifts
- Level 2 (2500x Gold)
- Level 3 (5000x Gold)
- Changed game font in all text and graphics
- Improved game performance
- Updated credits
- Updated developer logo
- The existing variance in attack damage will no longer lead to unintended game overs in the tutorial battle
- The teleport function will not cause any more trouble within the casino
- Items shown to drop from enemies now reflect the actual drops and show in the battle results screen at all times
- Fixed the graphically awkward shop selection sequence with Eucreta available following the unlock of the tower-type quest
- It is possible to back out of Eucreta’s and Ramiro’s exchange options
- Fixed incorrect title in the guide
Thank you for your support! Please look forward to the Early Access release on June 2nd!