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Wooden Ocean News

7.2.2 Hotfix

5/28/2023

7.2.2 Hotfix

New Features:
Created animations for Prepare spells.
Improved animations for various spells.
Added 10 new monsters throughout game.
Replaced Omen with a new super boss.
Cosmic Keys added to loot tables. (these are
extremely rare and currently have no use)
Two new items can now be crafted by the PoM
inside of the Hotel.

Balancing:
Wet status now lasts 10 turns instead of 5.
Wet status is no longer removed after combat.

Misc:
NG+ is temporarily infinite. (this was done
to find the source of a bug)
Aiming is now removed after combat.
Fixed a few resistances on various enemies.
Fixed NG+ not giving proper AP on skill reset.
Fixed PoM located in last level.

7.2.1 Misc

5/21/2023

7.2.1 Misc

Misc:
Fixed memory scene.
Fixed a few instances of Alex talking while not in party.
Fixed mace formulas. (skills that bypassed a portion
of the target's defense, now properly do so)
Fixed text for Mass Cadium.

Musics

*a massive blood portal floats above an arbys at 2am*

*a man falls out of it and lands on top of a mass shooter*

Evening humans and non-humans! I has come to show you the music make for the game make! Praise be to the altar.

*begins mass shooting the shooter*

These frequencies vibrate with multiple intentions! Some are practical, some are vain, and some are just me fucking around!

The musics can be found at here: https://soundcloud.com/leif-ian-anderson

Also, the musics can be used by anyone for anything, cause I don't give a fuck about property of the mind! Steal it all! Steal everything!

Good day humans and non-humans, and power to the game make.

7.2 Ceiling and Spacing

2/5/2023
7.2 Ceiling and Spacing

New Features:
Added a few side quests to Undercity.
Violet's knowledge and charisma can now be seen at the
waypoint area.
Slightly more knowledge and charisma based dialog added
throughout game.
Ceiling and Spacing systems added. (all maps are flagged
as low, tall, or having no ceiling, as well as having
narrow, normal, or wide spacing) (an open field is
flagged as having no ceiling with wide spacing, while a
typical house is flagged as having a short ceiling with
narrow spacing) (effects do not occur until battle)

No Ceiling = Default.
Tall Ceiling = Flying units receive a debuff, and
temperature, humidity, and clutter rates are doubled.
Short Ceiling = Flying units receive a debuff,
and temperature, humidity, and clutter rates are
tripled.

Wide Spacing = Default.
Normal Spacing = -10% Evasion, and clutter rates are
doubled.
Narrow Spacing = -20% Evasion, and clutter rates
are tripled.

Balancing:
Reduced stamina costs to lower tier weapon skills.
Halved base stamina regen.
Increased difficulty of Red Temple by 10%.

Misc:
Created new song for new side area. (praise be to
the green rock)
Fixed infinite hiring of Hotel workers.
Deleted about 20 unused maps.

Edit: Replaced the word "effects" with "rates" in regards
to temperature, humidity, and clutter.

7.1.3 Improved Walls and Psychology

8/7/2022
7.1.3 Improved Walls and Psychology

New Features:
Added Stadium Exterior to Undercity.
Player's faces now change based on fear levels.
Improved clutter system. (low clutter now quickly reverts
back to opening battle's default amount if clutter is below
the opening battle's default amount) (game areas that have
tight hallways and/or lots of random objects will one day have
a higher default amount of clutter)
The more clutter temporarily goes into the negative, the more
walls get removed. (ice being the weakest and metal being the
most resilient, followed by earth and carbon) (staff walls
can never be removed in this manner)
(old information note, clutter comes in 3 tiers, and each tier
lowers knockdown and stagger resistance by 25%, and evasion
and hit chance by 10%)
Carbon walls now moderately increase clutter and slightly
increase humidity. (temperature is also slightly increased
if temperature is below warm or slightly decreased if
temperature is extremely hot)
Most walls will no longer affect allies with foray.
Using Reposition now grants the walls on their side.
Entering foray now removes most walls on self.
High clutter now doubles the chance to be buried.
Flanking is now in. (if at least one unit on side A has
foray, then all units on side B without foray lose 25%
evasion, take 12.5% additional piercing damage, and will
lose all of their stationary walls) (structures, mobile walls,
and stances don't get removed in this manner) (the flanking
status is hidden)
Updated wall descriptions:

Wall:
Removed from being flanked? Yes.
Immune to hidden flank status effect? No.
Effects those with foray? No.

Mobile Wall:
Removed from being flanked? No.
Immune to hidden flank status effect? 50% resistance.
Effects those with foray? Yes.

Structure:
Removed from being flanked? No.
Immune to hidden flank status effect? 50% resistance.
Effects those with foray? No.

Obscure:
Removed from being flanked? No.
Immune to hidden flank status effect? 50% resistance.
Effects those with foray? Yes.

Stance:
Removed from being flanked? No.
Immune to hidden flank status effect? No.
Effects those with foray? Yes.
(characters can only have one stance at time)


Balancing:
Increased player health by 50%.
Reduced natural health regen from 5% to 2.5%.
Foray now increases piercing damage dealt by 12.5%.
Foray now increases piercing damage received by 12.5%.
Foray now increases fire and ice damage dealt by 12.5%.
Foray now increases earth and wind damage dealt by 12.5%.
Foray now increases luck by 25%.
Redesigned all walls.
Increased duration of most walls by 1-3 turns.
Doubled cooldowns to all walls.
Most walls now give hidden wind resistance. (if the wall
would logically block wind, then the wall reduces wind damage
taken by 20-70%)
Earth walls now reduce lightning damage instead of earth.
Metal walls (except for spiked pits) now increase lightning
damage taken by 20-100%.
Most walls and structures now lower chance to hit by 10%.
Walls and Structures now increase evasion by 5-20%.
Walls now increase chance to be buried by 5-50%.
Structures now increase chance to be buried by 50-300%.
Redesigned AoE wind spells to use dexterity.
Lowered damage and knockdown chance of single target wind
spells by 10-20%.
Doubled clutter removal for fire skills. (these were
extremely low)
Increased requirement for tier 1 clutter by 50%.
Burning characters attributes to environmental visibility.
Smoke, Storm, and Shadow Armor now obscure enemy vision.
Increased damage of Storm from 100% DoT to 125% DoT.
Increased psychology weight of current health for players.
Increased psychology weight of current health for enemies.
Increased psychology weight of dead players. (amelia
being down affects players the most, with ghost being down
affects players the least)
Increased psychology weight of poisoned players.
Darkness levels now affect psychology.
Increased overall psychology strength for players by 10%.

Misc:
Fixed environmental effects for ice, earth, water, darkness,
metal, and carbon skills.
Renamed some wall spells.