Patch #7 (.98b2) Update
Hey all,
Today's patch is another smaller one focused on refining the current balance. Also fixed a couple of bugs, and sprinkled a few lines of new dialogue in there. At some point in the future, there will be a patch that adds a chat option to your mercenary friends, further fleshing out the world and characters. Ideally, they'll each get a quest line that will take you to special areas eventually. No clue when the quest lines will be added, but I'll be sure to let you know when I have more of a grasp on that.
This patch is focused mostly on balance stuff again, with another fix included! Additionally, a few lines of dialogue have been added to help with world building and expanding the story. While I never really envisioned Ephemeral Tale as particularly dialogue heavy (I prefer more exposition style storytelling, ala Dark Souls, personally), there has been feedback that implies that you guys may want more depth to the narrative. As much as I can add to that, I’m committed to doing!
I’m currently beginning to plan the combat/statistic overhaul. I’m guessing that it may take a few weeks to fully prepare it for Live, as there’s a few systemic changes that will need to be made. While I can’t guarantee that this will be exactly how it plays out, here’s the general goals of the changes and what I hope to accomplish:
I feel that most of these are pretty self explanatory, but we'll go through em anyway just to be clear. Points 1 and 2 are to allow for both player experimentation with builds, but also avoiding the player messing up their character beyond redemption. Think of it as "you can do whatever you want, but there's a safety net in case you're a big 'ol dumdum."
Points 3 and 4 are again tied together, where I'd like players to be able to go to any zone in any order (including future zones). Assuming that you move from the Forgotten Forest to the Corrupted Castle with the exact same gear, same level, etc., the enemies should pose roughly the same threat to you. I'll be focusing on Green rarity gear as a baseline for difficulty, so that those with higher geared characters can express their power advantage over enemies.
Point 5 is a bit harder to sum up in a bullet-point, but it's more or less about shifting the gear to be closer to other loot driven RPGs. So if you're level 25, you won't want to use that Legendary item you got in the Caverns at level 5. This change will likely result in the doubling of all item durability, or the removal of durability entirely.
As these are large, sweeping, systemic changes, they won't be something that drops in a random patch (say tomorrow, this weekend, next week, etc.), it'll be in a weekly patch and stated in advance. Anyway, keep the awesome feedback coming, and I'll keep working on improving and extending the game!
Have fun,
-- Ryan
Today's patch is another smaller one focused on refining the current balance. Also fixed a couple of bugs, and sprinkled a few lines of new dialogue in there. At some point in the future, there will be a patch that adds a chat option to your mercenary friends, further fleshing out the world and characters. Ideally, they'll each get a quest line that will take you to special areas eventually. No clue when the quest lines will be added, but I'll be sure to let you know when I have more of a grasp on that.
- Fixed a bug where Shoddy Twine’s ability would stay active when unequipped
- Upped base player Hit Rate
- Drastically lowered Evade Rate on all enemies
- Adjusted stats on some enemies
- Upped Kingpinch’s Health pool by 20%
- Further adjusted stats on Clarke, Merlin, and Siegfried
- Small universal adjustment to enemy health pools
- Added a few lines of dialogue here and there
- Fixed a bug where a room in the Corrupted Castle was inaccessible
This patch is focused mostly on balance stuff again, with another fix included! Additionally, a few lines of dialogue have been added to help with world building and expanding the story. While I never really envisioned Ephemeral Tale as particularly dialogue heavy (I prefer more exposition style storytelling, ala Dark Souls, personally), there has been feedback that implies that you guys may want more depth to the narrative. As much as I can add to that, I’m committed to doing!
I’m currently beginning to plan the combat/statistic overhaul. I’m guessing that it may take a few weeks to fully prepare it for Live, as there’s a few systemic changes that will need to be made. While I can’t guarantee that this will be exactly how it plays out, here’s the general goals of the changes and what I hope to accomplish:
- Player has stats that go up per level, like classic JRPGs
- Player can also assign bonus stats manually, to encourage building around their gear set
- Enemies will provide a consistent experience assuming even stat distribution and no bonus stats distributed
- Players can go to any zone in any order, with exceptions (first and last dungeon)
- Gear will not scale with the player, adding another vector for replacement and experimentation
I feel that most of these are pretty self explanatory, but we'll go through em anyway just to be clear. Points 1 and 2 are to allow for both player experimentation with builds, but also avoiding the player messing up their character beyond redemption. Think of it as "you can do whatever you want, but there's a safety net in case you're a big 'ol dumdum."
Points 3 and 4 are again tied together, where I'd like players to be able to go to any zone in any order (including future zones). Assuming that you move from the Forgotten Forest to the Corrupted Castle with the exact same gear, same level, etc., the enemies should pose roughly the same threat to you. I'll be focusing on Green rarity gear as a baseline for difficulty, so that those with higher geared characters can express their power advantage over enemies.
Point 5 is a bit harder to sum up in a bullet-point, but it's more or less about shifting the gear to be closer to other loot driven RPGs. So if you're level 25, you won't want to use that Legendary item you got in the Caverns at level 5. This change will likely result in the doubling of all item durability, or the removal of durability entirely.
As these are large, sweeping, systemic changes, they won't be something that drops in a random patch (say tomorrow, this weekend, next week, etc.), it'll be in a weekly patch and stated in advance. Anyway, keep the awesome feedback coming, and I'll keep working on improving and extending the game!
Have fun,
-- Ryan