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Discipline Hollow Update

[h3]Discipline Hollow:[/h3]
Visit Discipline Hollow to re-challenge bosses or to enter the Discipline Hollow battle gauntlet. Will you be able to clear the land's most gruelling challenge?

[h3]Reawakening:[/h3]
After clearing the game, pay a visit to the very first Nan to optionally begin your adventure anew by starting a New Game Plus. You may choose from the following Reawakening Options when doing so:

  • Keep Crystals: Carry over discovered Crystals to the new adventure and unlock their associated Classes.
  • Keep Levels: Carry over accumulated EXP and levels to the new adventure.
  • Keep Learned Abilities: Carry over unlocked Class abilities and accumulated LXP to the new adventure.
  • Keep Gold: Carry over accumulated Gold to the new adventure.
  • Keep Equipment: Carry over acquired equipment to the new adventure. Note: Equipment that is normally limited in capacity will remain limited.
  • Limitless Equipment: Enables acquiring multiple copies of equipment that is normally limited in capacity. Note: This is an Assist Option.
  • Keep Consumables: Carry over acquired Consumables to the new adventure.
  • Keep Instruments: Carry over acquired musical instruments to the new adventure.
  • Keep Teleport Stones: Carry over acquired teleportation stones to the new adventure.
  • Keep Pouches: Carry over acquired pouches to the new adventure.
  • Keep Maps: Carry over acquired maps to the new adventure. Does not include revealed map data.
  • Keep Revealed Areas: Carry over revealed map data to the new adventure. Maps will need to be re-acquired before revealed map data will be viewable.
  • Keep Hatchery: Carry over Quintar and Quintar Eggs currently in the Quintar Hatchery to the new adventure's Quintar Hatchery.
  • Keep Archive: Carry over unlocked Archive entries to the new adventure.


[h3]Challenges:[/h3]
Spice up your playthrough with extra challenges. Challenge Options can be enabled at the start of a New Game by pressing the Menu key/button during party setup, or when starting a New Game Plus. The following Challenge Options are available:

  • Vanilla Mode: Reverts all balance-related gameplay adjustments from patches back to the initial version of Crystal Project.
  • Chaos Mode: The land of Sequoia is unfair. Victory is impossible, but how far can you get?
  • Member Limit: Decreases the number of party members.
  • Max Level Limit: Decreases the maximum level.
  • No Assist Options: Disables Assist Options.
  • No Telegraphs: Disables previewing enemy intent.
  • No Class Change: Disables changing Classes.
  • No Sub-Command: Disables setting Sub-Commands.
  • Hardcore: Defeat means the end of adventure.
  • EXP Rate: Decreases the amount of EXP earned after battle. The exact percentage is configurable.
  • LXP Rate: Decreases the amount of LXP earned after battle. The exact percentage is configurable.
  • Gold Rate: Decreases the amount of Gold earned after battle. The exact percentage is configurable.


[h3]Randomizer:[/h3]
Shake up your playthrough with the randomizer. Randomizer Options can be enabled at the start of a New Game by pressing the Menu key/button during party setup, or when starting a New Game Plus. The following Randomizer Options are available:

  • Random Crystals: Randomizes Crystal locations and the initial six Classes.
  • Random Monsters: Randomizes non-boss Flame encounters.
  • Random Bosses: Randomizes boss encounters.
  • Random Items: Randomizes item locations.
  • Include Basic Items: Includes basic/recovery items (eg, Potions, Ethers, Scrolls) in randomized item locations.
  • Include Quest Items: Includes quest-related items (eg, Black Squirrels, Dog Bones, Lost Penguins) in randomized item locations.
  • Include Progression: Includes Tools and progression-related Key Items in randomized item locations.
  • Random Equipment: Randomizes equipment locations.
  • Random Class Abilities: Randomizes which abilities can be learned by which Classes except for Monster Magic and Summon Magic.
  • Include Monster Magic: Includes Monster Magic in randomized Class abilities.
  • Include Summon Magic: Includes Summon Magic in randomized Class abilities.
  • Random Enemy Abilities: Randomizes which abilities can be used by which enemies.
  • Random Passives: Randomizes which passive abilities can be learned by which Classes.
  • Random Innate Passives: Randomizes which innate passive abilities are attached to which Classes.
  • Random Warp Points: Randomizes the spawn point and teleport locations.
  • Random Music: Randomizes music.
  • Progression Gate: Castle Sequoia cannot be accessed until all Crystals have been discovered. The location of the New World Stone will not be randomized.
  • Get Home Point Stone: Begins the adventure with a Home Point Stone already in your inventory.
  • Get Treasure Finder: Begins the adventure with the Treasure Finder already in your inventory.
  • Get All Maps: Begins the adventure with all maps already in your inventory.
  • Spoiler Log: Enables access to the Spoiler Log to see where Tools and progression-related Key Items have been randomized to.
  • Seed: Choose the randomizer seed. Using the same seed will result in the same random output.


[h3]New features:[/h3]
  • You can now choose an ability to be used automatically for a party member's first turn of battle. Access this feature using the Ability menu.
  • You can now view Scholar abilities in the skill tree if they have been learned by another party member.
  • You can now skip the credits after clearing the game at least once.


[h3]Bug fixes:[/h3]
  • Auto save can no longer trigger during dialogue or cinematics.
  • Multiple sources of the same physical element no longer stack multiple times with equipment that grants increased elemental damage dealt.
  • Highland Blade's Lightning Rod effect no longer lasts forever.
  • The Lost & Found will no longer list items that are already owned at max capacity. This prevents having stock in the Lost & Found that is impossible to purchase.
  • The Boost EXP Assist Option now properly works for bosses.
  • Setting a Template will no longer cause HP or MP loss.
  • Setting a Template that makes use of equipment-enabling effects will now work properly.
  • Clarified the text description of the Confirm Home Point option.
  • Clarified the text descriptions of stats/mods that affect HP damage per turn and HP healing per turn.
  • Steal chance is no longer misaligned in the ability preview window when using Mug while applying a status or triggering an elemental weakness/resistance.
  • Fixed issue where sometimes a controller would stop working.
  • Fixed issue where sometimes the game would crash with a NoAudioHardwareException.


[h3]Balance changes:[/h3]

Cleric:
  • Star Flare: MP cost reduced from 60 to 56. CT decreased from 52 to 42.
Aegis:
  • Resist Break: Never misses.
  • Magic Break: Never misses.
Samurai:
  • Can now equip Swords.
  • Ken: Asura: Never misses.
  • Ken: Heavenslash: Never misses.
  • Ken: Omnislice: Never misses.
Beastmaster:
  • New ability: Rigid Stance.
Axe of Light:
  • Mnd reduced from +50% to +30 and +20%.
Tachi:
  • Targets are unable to counter.
Hitofuri:
  • Targets are unable to counter.
Tomokirimaru:
  • Targets are unable to counter.
Ichimonji:
  • Targets are unable to counter.
Muramasa:
  • Attack increased from 360 to 372.
Obelisk:
  • Mnd increased from 35% to 40%.
  • Spi penalty increased from -35% to -40%.
Warlock Mail:
  • MP penalty changed from -10 to -10%.
Weaver Robe:
  • TT at battle start decreased from -10 to -20.
Pact ring:
  • Mind per turn increased from 5 to 6.
  • Max Mind increased from 30 to 36.
Enami:
  • Now has immunity to Earth elemental abilities.
Kuromanto:
  • Now has immunity to Earth elemental abilities.
Hot Shell:
  • Now properly uses Spit Fire.
Rampart Infantry:
  • Now properly uses Division Cut.

Crystal Project Update: Version 1.3.0 Beta

I'm finally ready to release a beta of the next Crystal Project update. The update can be downloaded by opting into the Crystal Project beta (right-click Crystal Project in your Steam library, choose Properties, then Betas, and select "beta - For testing the latest build before it goes live" from the dropdown menu).

First of all, I just want to say that you guys are one of the best things that has happened to me. It has been amazing seeing all the ways that everyone has played through Crystal Project. I made the game I wanted to play, but of course when you make something, you can't ever truly experience it with fresh eyes. Hearing about everyone's adventures and about the emotions that come from experiencing the good, bad, and challenging, more than makes up for not being able to have those experiences myself. I didn't think there were many other people that wanted to play an RPG like this, so not only am I overjoyed that people are having fun with the game I made, but it also gives me a lot of hope that more RPGs like this might be made in the future.

I never planned on making a NG+, let alone a randomizer, and that's not because I didn't think they were good features - I just didn't anticipate that anyone would be invested enough to want them! So, I tried my best to fit these things into Crystal Project in the best way that I could.

I would normally want to release an update like this without a beta phase, but every time I tested it, I found bugs which needed to be fixed, which lead to another round of testing, and so on. Not to say that it's totally broken or anything, but I would highly recommend not overwriting any saves from the previous version yet just in case. And please let me know if you find any bugs; I would appreciate that a lot!

Lastly, as a heads up, there's one new feature that's extremely experimental. It is currently marked in-game as "Beta". I have been going back and forth about what I wanted to create with it, whether that's a dedicated mode specifically for a NG+ playthrough, or something that's extremely hard either way, or something else entirely. As it stands right now, I don't think it's much fun, so I anticipate changing this before the patch's official release. Aside from that, everything else should be final.

Here are the patch notes:

Update: Version 1.3.0


[h3]Discipline Hollow:[/h3]
Visit Discipline Hollow to re-challenge bosses that have been defeated or to enter the Discipline Hollow battle gauntlet.

[h3]Reawakening:[/h3]
After clearing the game, pay a visit to the very first Nan to optionally begin your adventure anew by starting a New Game Plus.

[h3]Challenge Options:[/h3]
Spice up your playthrough with challenges. Challenge Options can be enabled at the start of a regular New Game or when starting a New Game Plus.

[h3]Randomizer:[/h3]
Shake up your playthrough with the randomizer. The randomizer can be enabled at the start of a regular New Game or when starting a New Game Plus.

[h3]New features:[/h3]
  • You can now choose an ability to be used automatically for a party member's first turn of battle. Access this feature using the Ability menu.
  • You can now view Scholar abilities in the skill tree if they have been learned by another party member.
  • You can now skip the credits after clearing the game at least once.

[h3]Bug fixes:[/h3]
  • Auto save can no longer trigger during dialogue or cinematics.
  • Multiple sources of the same physical element no longer stack multiple times with equipment that grants increased elemental damage dealt.
  • Highland Blade's Lightning Rod effect no longer lasts forever.
  • The Lost & Found will no longer list items that are already owned at max capacity. This prevents having stock in the Lost & Found that is impossible to purchase.
  • The Boost EXP Assist Option now properly works for bosses.
  • Setting a Template will no longer cause HP or MP loss.
  • Setting a Template that makes use of equipment-enabling effects will now work properly.
  • Clarified the text description of the Confirm Home Point option.
  • Steal chance is no longer misaligned in the ability preview window when using Mug while applying a status or triggering an elemental weakness/resistance.
  • Fixed issue where sometimes a controller would stop working.
  • Fixed issue where sometimes the game would crash with a NoAudioHardwareException.

[h3]Balance changes:[/h3]

Cleric:
  • Star Flare: MP cost reduced from 60 to 56. CT decreased from 52 to 42.
Aegis:
  • Resist Break: Never misses.
  • Magic Break: Never misses.
Samurai:
  • Ken: Asura: Never misses.
  • Ken: Heavenslash: Never misses.
  • Ken: Omnislice: Never misses.
Beastmaster:
  • New ability: Rigid Stance.
Axe of Light:
  • Mnd reduced from +50% to +30 and +20%.
Tachi:
  • Targets are unable to counter.
Hitofuri:
  • Targets are unable to counter.
Tomokirimaru:
  • Targets are unable to counter.
Ichimonji:
  • Targets are unable to counter.
Obelisk:
  • Mnd increased from 35% to 40%.
  • Spi penalty increased from -35% to -40%.
Warlock Mail:
  • MP penalty changed from -10 to -10%.
Weaver Robe:
  • TT at battle start decreased from -10 to -20.
Enami:
  • Now has immunity to Earth elemental abilities.
Kuromanto:
  • Now has immunity to Earth elemental abilities.
Hot Shell:
  • Now properly uses Spit Fire.
Rampart Infantry:
  • Now properly uses Division Cut.

Crystal Project Update: Version 1.2.3

[h3]Bug fix:[/h3]
  • Fixed bug introduced in version 1.2.2 which prevented EXP gain when loading a save from the previous version without using the new assist option.

Crystal Project Update: Version 1.2.2

[h3]New features:[/h3]
New assist options has been added. Assist options can make certain aspects of Crystal Project easier or less time consuming. I encourage you to give the game a try before enabling any of these options, but if something is not for you, that's OK. Please feel free to make adjustments. Assist options can be accessed in game via the main menu under Options > More Options > Assist Options and they are tied to save data. Once an option is turned on, it cannot be turned back off.

  • Max Level Up: Increases the party's maximum level, enabling further grinding to reduce difficulty. The maximum level is configurable.
  • Easier Non-Bosses: Decreases the difficulty of non-boss enemies down to one difficulty below the current active difficulty. Bosses are unaffected.

Crystal Project is a wonderful new RPG you need to pick up

Do you love classic JRPGs? Final Fantasy? Or anything like it? Well, Crystal Project released recently from developer Andrew Willman and it's quite wonderful.

Read the full article here: https://www.gamingonlinux.com/2022/05/crystal-project-is-a-wonderful-new-rpg-you-need-to-pick-up