What Do You Think? && Patch Notes 4.0.5
I have an idea. Right now, there's no great way to know what enemies stats are or what they can drop. Of course, there's two potential solutions for this - make a website, or add it in game. Personally, I'm a much bigger fan of necessary in game information appearing directly in the game. Plus, I think we all know I don't have the time to maintain a website. So, I want to develop a way to incorporate this information in game. I had the idea of character sheets, but I'm not sure about the best implementation yet. I'd like to make something of a 'card' background for the sheets to sit on top.
My question to you: Is this something you want to see in the game?
As it is right now:
- There is no way to see potential loot drops in game.
- There will be no way to see conditional loot drops in game.
- There's no way to know the stats of an enemy, the amount of gold it will drop, or the amount of exp it is worth.
Here's my idea in a nutshell.
- We use hidden items. Each unit has a chance to drop an item corresponding to themselves. Chests have a chance to drop items corresponding to multiple enemies in the area.
- Once you have enough of this item, lets say 5 for example, you'll be able to see the enemy card from some interact-able research station or via item/journal in your inventory.
The downside:
- The engine doesn't allow for conditional choices being shown. (Ex: Jack asks if you're ready, Ruby can only say yes or no. The answers "yes" and "no" can't be hidden and dependent on some other factor. They are visible as-is.)
I basically need to come up with a way to hide certain pages in the 'book' before they should be seen. Hiding the info on each individual character sheet isn't a problem, just having it all make sense is a rough situation.
But anyway, that's the idea, let me know what you think, and now onto the patch notes:
----------------------------------------------------
Highlights:
- Tier 2 flasks.
- Flask added effect adjustments.
- Debuff adjustments.
- Background data for conditional drops.
4.0.5 [Build #84, Release Date: August 23, 2020]
New:
- Earth, Wind, Water, Electric, Ghost, Dark and Holy Flasks may now be mixed at crafting stations.
- Tier 2 Flasks may now be mixed from crafting stations throughout Revan.
Changes:
- Severe stat debuffs no longer stack with one another. (Ex: Having a 50% reduction to attack also prevents 20%, 25%, and 33% reductions from being applied until the 50% condition ends). However, a stronger debuff may still replace a weaker one.
- Flasks no longer give TP when used.
- Some tier 1 Flasks now have a 25% chance to apply a stat debuff based on that element’s debuffing capabilities. Tier 2 of the same element have a 33% chance to apply this debuff.
- Poison Flasks now apply variable DoTs with a 100-75-50-25-10% chance to apply 1-2-3-4-5 turn duration respectively.
- Fire Flasks now apply variable DoTs with a 100-75-50-25-10% chance to apply 1-2-3-4-5 turn duration respectively and have a chance to apply a 20% ATK debuff.
- All tiers of Frost Flasks reduce enemy attack speed by 10. Frost Flask 2 has a 25% chance to reduce attack speed by 15 instead.
Notes:
- As of this build, only Frost, Burning, and Poisonous essences are available in game. As other enemy types and dungeons are discovered, the remaining essences will too be discovered. Essences include the following elements: Fire, Ice, Poison, Wind, Earth, Water, Electric, Ghost, Dark, Holy. However, there are other elements programmed into the game, such as Bird-Killer, Stone-Killer, “Combo”, Dragon, and several others. Some of these are unused placeholders but can still be seen in game (like Combo, which has absolutely no use), and the rest will not be available to be mixed into Flasks.
In-Progress (Rolling Out Soon!):
- Background data added for conditional drops beginning with the Oros tribe orcs.
-- Oros Archers have a 6% chance to drop an “Oros Band” ring accessory. Hitting them with any three fire attacks before the battle ends removes the chance for the Oros Band to drop and instead adds a 12% chance to drop a “Charred Oros Band” which has different stats than the original.
-- Many conditional drops have been added to the game. I am working on an idea to convey specific stats and loot rules to the player in game. This is not expected to be completed for some time. (See attached image & top of this thread).
------------------------------------------------
Example of enemy card:

My question to you: Is this something you want to see in the game?
As it is right now:
- There is no way to see potential loot drops in game.
- There will be no way to see conditional loot drops in game.
- There's no way to know the stats of an enemy, the amount of gold it will drop, or the amount of exp it is worth.
Here's my idea in a nutshell.
- We use hidden items. Each unit has a chance to drop an item corresponding to themselves. Chests have a chance to drop items corresponding to multiple enemies in the area.
- Once you have enough of this item, lets say 5 for example, you'll be able to see the enemy card from some interact-able research station or via item/journal in your inventory.
The downside:
- The engine doesn't allow for conditional choices being shown. (Ex: Jack asks if you're ready, Ruby can only say yes or no. The answers "yes" and "no" can't be hidden and dependent on some other factor. They are visible as-is.)
I basically need to come up with a way to hide certain pages in the 'book' before they should be seen. Hiding the info on each individual character sheet isn't a problem, just having it all make sense is a rough situation.
But anyway, that's the idea, let me know what you think, and now onto the patch notes:
----------------------------------------------------
Highlights:
- Tier 2 flasks.
- Flask added effect adjustments.
- Debuff adjustments.
- Background data for conditional drops.
4.0.5 [Build #84, Release Date: August 23, 2020]
New:
- Earth, Wind, Water, Electric, Ghost, Dark and Holy Flasks may now be mixed at crafting stations.
- Tier 2 Flasks may now be mixed from crafting stations throughout Revan.
Changes:
- Severe stat debuffs no longer stack with one another. (Ex: Having a 50% reduction to attack also prevents 20%, 25%, and 33% reductions from being applied until the 50% condition ends). However, a stronger debuff may still replace a weaker one.
- Flasks no longer give TP when used.
- Some tier 1 Flasks now have a 25% chance to apply a stat debuff based on that element’s debuffing capabilities. Tier 2 of the same element have a 33% chance to apply this debuff.
- Poison Flasks now apply variable DoTs with a 100-75-50-25-10% chance to apply 1-2-3-4-5 turn duration respectively.
- Fire Flasks now apply variable DoTs with a 100-75-50-25-10% chance to apply 1-2-3-4-5 turn duration respectively and have a chance to apply a 20% ATK debuff.
- All tiers of Frost Flasks reduce enemy attack speed by 10. Frost Flask 2 has a 25% chance to reduce attack speed by 15 instead.
Notes:
- As of this build, only Frost, Burning, and Poisonous essences are available in game. As other enemy types and dungeons are discovered, the remaining essences will too be discovered. Essences include the following elements: Fire, Ice, Poison, Wind, Earth, Water, Electric, Ghost, Dark, Holy. However, there are other elements programmed into the game, such as Bird-Killer, Stone-Killer, “Combo”, Dragon, and several others. Some of these are unused placeholders but can still be seen in game (like Combo, which has absolutely no use), and the rest will not be available to be mixed into Flasks.
In-Progress (Rolling Out Soon!):
- Background data added for conditional drops beginning with the Oros tribe orcs.
-- Oros Archers have a 6% chance to drop an “Oros Band” ring accessory. Hitting them with any three fire attacks before the battle ends removes the chance for the Oros Band to drop and instead adds a 12% chance to drop a “Charred Oros Band” which has different stats than the original.
-- Many conditional drops have been added to the game. I am working on an idea to convey specific stats and loot rules to the player in game. This is not expected to be completed for some time. (See attached image & top of this thread).
------------------------------------------------
Example of enemy card:
