1. Wooden Ocean
  2. News

Wooden Ocean News

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.

7.1.2 Memory Removal and Hotfix

7/27/2022
7.1.2 Memory Removal and Hotfix

New Features:
AP Souls can now be crafted at the blacksmith.

Balancing:
Tripled AP given by AP souls. (not retroactive, so
previous saves received +10ap)
Tech now greatly reduces respec cost. (went from divided
by to square root)
Scholar now also gives +10ap.
Doctor now gives +50ap instead of pharmacology. (due to
potion changes, this stat is now borderline non-existent
and will thus need to be changed or removed entirely)
Greatly increased amount of ghosts that can be assigned
to most jobs.
Doubled weight of crime on bank interest rate.
Bank interest rate now accumulates 50% slower.
Increased penalty for giant bank accounts. (maximum
penalty is now a multiplicative of -75% the rate instead
of a multiplicative of -50%)

Misc:
Removed chapter names.
Removed memory system from the game. (this practical
feature found in most games was added in reluctantly)
(memory removal is only removed on new playthroughs)
Fixed damage formula for wind's high tier AoE spells.
Fixed AP bug for new playthroughs that skipped prologue.
Fixed Erudition exploit with respecing. (lost the skill,
but kept the effect)
Renamed Doctor to Doctorate.

7.1.1 Improved Healing

7/26/2022
7.1.1 Improved Healing

Balancing:
Adjusted elemental weakness and resistance. (expect less
extreme numbers)
Redesigned escape formula. (chance to escape is now 25% *
party's average agility / enemy's average agility + 25%)
Further increased knockdown, stagger, and flinch resistance when
enemies use "get up". (get up bonuses now diminish over 5 turns
instead of just abruptly ending at 3 turns)
Removed innate counter increase from high poise. (poise is
dex / def) (each tier increases knockdown, stagger, flinch
and stun resistance by 25%, but lowers accuracy and evasion
by 10%, and stamina regen by 5%) (max is 3 tiers at 2, 5,
and 10 times the amount defense over dexterity)
Increased healing effect of Angry Monster by 20%.
Angry monster now increases damage taken by 25%.
Doubled the strength of White Wind.
Lightning's Storm skill now lowers visibility.
Redesigned Healing for Fire Magic. (formulas are now based on
target's spirit instead of caster's spirit)
Redesigned ice's Divine Soul. (spell is now called stasis, is
cast on one ally, prevents all damage taken by 99%, increases
mana regen by 10%, doubles healing received, but stuns the
target for 3 turns)
Moved Frozen Angel to Mass Frozen Angel. (same effect, but
heal is stronger)
Old Frozen Angel is now Mass Stasis.
Redesigned all ice heals to be based on caster's current mana.
Wind's Status Protect now lasts 7 turns instead of 5.
Improved lightning's Recharge Life from x6 of target's
current MP to x8.
Increased HoT of Fire Mending from 25% to 30%.
Increased strength of holy heals by 10-25%.
Increased strength of psychic heals by 50%.
Increased strength of metal heals by 50%.
Increased strength of gravity heals by 35-50%.
Doubled HoT of thread heals.
Consume now causes foray to the user.

Misc:
Renamed a few spells.
Fixed various text.

7.1 Normalization and Improved Combat

7/16/2022
7.1 Normalization and Improved Combat

New Features:
Extremely large bank accounts now have interest penalties.
(maximum penalty is around half the interest gained)
Added an additional crime bonus to large bank accounts. (this
small additional crime bonus to the one that's already in does not
exceed 10 and will not begin to show up until at least a million
gold is stored in the bank)
Created new music for Winter Recluse.
Recovery is now attached to current health and mana. (lowest
possible is 25% recovery)
Redesigned skill system. (spells can now be learned without
learning the previous spell) (players now begin the game with
50ap and golem now begins with 100ap) (ap cost to spells increased
by 900%) (ap cost to weapon skills increased by 400%)
Stamina is now based on dexterity. (formula is 50 + dexterity)
Some skills can now have two elements. (fire slash is now both
fire and slashing)
Countering is now done after damage is taken.
Critical strikes will now always inflict stagger. (stagger remains
a hidden status effect)
Hitting a knocked down enemy with Earth magic has a 10% chance to
cause buried. (buried stuns the target for 2 turns, reduces
damage taken, and has a chance to be removed by water and wind)
Multiple walls can now cause buried if hit with Earth magic. (the
stronger the wall, the higher the chance) (earth walls followed by
metal walls are the most likely to collapse on targets)
Reposition skill has been added to all weapons. (this give +50%
evasion and magic evasion until the end of turn, as well as removes
knocked down and foray)
Foray is a new battle mechanic. (Foray grants +50% chance to hit,
+25% attack, magic, and agility, +25% damage taken, triples chance
to be targeted, lowers evasion, counter, recovery, and knockdown
resistance by 25%, and cuts stamina regeneration in half) (this
effect lasts until changed or until the end of battle)

The following skills will grant the foray effect to the user:
All offensive sword skills.
All offensive daggers skills.
Spear's Impale skill.
All offensive mace skills.
All offensive greatsword skills.
All physical staff skills.
Scythe's Harvest skill.
Philistine's Leadership and Determination skills.
All offensive metal skills. (not including the ultimates)

The following skills will remove, or at least have the chance to
remove, the foray effect from a target:
All offensive mace skills.
All offensive spear skills. (except quick attack)
All AoE greatsword skills.
All single target earth skills.
All offensive wind skills. (including the ones from daggers)
All offensive AoE water skills.
Tier 4+ offensive fire spells.
Philistine's survival skills.
Enemies that panic. (except if it's cold induced)
Enemies that are sick.
Enemies that observe.
Gravity's ultimates.
Gravity's offensive debuff skills. (all other offensive gravity
skills will instead add close range to the target)
Extremely high clutter on the field automatically removes foray
from everyone.
Foray grants immunity to spiked pits.

Balancing:
Normalized stats for all players and enemies. (all players and
enemies have received an additional amount of flat stats) (smaller
enemies were given less, and larger enemies and/or bosses were
given more)
-75% to all stats for players, enemies, and items. (this was done
for reduced number size)
Doubled natural stamina regen for players.
Doubled stamina regen from agility.
Increased player exp rate by 50%.
Increased enemy health by 10%.
Slightly lowered defense to chapter 1 enemies.
Lowered enemy attack and magic by 10%.
Lowered enemy spirit by 5%.
Increased enemy health at enemy tech level 20+. (15% more at 120)
Significantly increased enemy stats at low tech levels. (+5-25%)
Significantly harder to both intimidate and be intimidated.
Increased enemy side swing attack bonus from 35% to 40%.
Increased enemy top swing attack bonus from 75% to 80%.
Slightly increased damage to most default swings.
Guarding now grants +25% counter instead of +10%.
All fire status effects increase fire damage dealt by 25%.
All fire status effects lowers ice damage dealt by 25%.
Wet status increase water damage dealt by 25%.
Wet status lowers fire damage dealt by 25%.
Bleed effects now increase holy and dark damage dealt by 10%.
Bleed effects now lower carbon damage dealt by 20%.
Blessed now increases holy damage dealt by 10%.
Blessed now lower dark damage dealt by 10%.
Water's shortage status effects lower lightning damage by 25%.
All walls increase that element's associated damage by 10-30%.
Knocked down increases Earth damage dealt by 25%.
Lowered defense penalty of knock down from -50% to -25%.
Lowered damage bonus to knocked down targets from +100% to +50%.
Guarding now gives 10 stamina instead of 20.
Mana potions now heal mana overtime. (they still remove silence)
Tonics now give increased recovery for 10 turns.
Increased cost to candies by a factor of 4.
Lowered enemy research rate by 10%.
Reduced interest bonus per NG+ from +100% to +50%.
Increased the taunting effect of sword's taunt from 200% to 300%.
Increased the taunting effect to spear's counter from 150% to 300%.
Increased the taunting effect to spear's remorse from 300% to 500%.
Freewill now gives +25% attack.
All enviromental effects increase and decrease the associated damage
dealt by up to 10% per tier. (the maximum tier for temperature,
humidity, visibility, clutter, and realism is 3)
Increased starting environmental effects for most areas. (if the
area was cold, the battle now begins a bit colder, etc)

Misc:
Fixed environmental effects for fire and wind skills.
Fixed extreme economy boost from hotel level. (this is not
fully retroactive)
Old saves have received the new starting AP.
Improved default battle music.
Created new music for victory screen.

7.0.1 Hotfix

6/14/2022
7.0.1 Hotfix

New Features:
Created new default battle music.

Misc:
Fixed talent points for NG+. (old NG+ saves receive 10
talent points)
Fixed ghostship level for NG+. (old NG+ saves receive
5 ghostship levels)