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That Did Not Work. At All.

tldr; Canceling the 6.0 development test build effective immediately.

I got about two hours into testing the new concept only to realize how monumental of a task it would be to implement an enemy generator 3.0 which would be required to make the game not print out 0 damage during first time battles in new zones which would be incredibly jarring to players and overall ruin the flow of the game. There are other reasons, but let's just sum it up as an idea that simply did not work out.

To clarify, it's not always possible for me to conduct a full test before deploying updates. Core changes like this require a new save file and progress without the use of DLC items. Current play time while skipping all the dialogue and testing every available quest in game from start to finish is roughly 10 hours assuming it's flawless and no additional changes need to be made. I often only test the newly added portion so long as it moves forward in the games timeline or exists in a separate space, like the veil or the next parts of orc war questline.

By the time this post is visible, only the previous default branch will be live and the game should automatically update back to it for anyone who was opted into the 6.0 test.


Let's quickly go over what this means moving forward:
- No unmitigated damage attack abilities
- No non-elemental 0 damage attacks. There will always be a minimum damage dealt for non-elemental attacks, otherwise noted in skill tooltips as "Normal Attack", not to be confused with Physical which is factored in as its own element.
- The next public game version will be 5.X or 5.1.X. Major first number changes are reserved for game altering additions or changes, like a new main story questline or a core mechanic change.
- All of the skills adjusted for the 6.0 test are going to be looked at again and potentially updated.
- Goal for next version update is next weekend.



Thanks for reading, and I'm sorry it didn't work out. I was hopeful for the unmitigated concept.

//hardytier


PS: The following update is effective immediately.

5.1.8 [Build #126, Release Date: February 19, 2022] Bugs to look for: Report them as a comment to the most recent patch notes.
- Any skill used causes the game to immediately crash. [Due to a misprint of the damage formula, must address immediately.]

Skill Changes:
- Smoke Bomb: (a.atk * 3)
- Suppressor Bomb: (a.atk * 3)
- Thermite Grenade: ((a.atk * 4) + (a.mat))
- Frost Bomb: (a.atk * 3). Critical: Yes. Diminish Agility replaces variable Slow states.
- Sludge Bomb: (a.atk * 3). Critical: Yes.
- Cyclone: (a.atk * 2). Critical: Yes.
- Cleave: (a.atk * 4)
- Swing: (a.atk * 3)
- Rockbreaker: (a.atk * 4). NA: 0%.
- Insatiable Ravager: (a.atk * 5)
- Smoke Blast: (a.atk * 5)
- Suppression Blast: (a.atk * 5)
- Thermite Blast: (a.atk * 5) + (a.mat)
- Frost Blast: (a.atk * 5). Greatly Diminish Agility replaces variable Slow states.
- Sludge Blast: (a.atk * 5). Diminish Defense for 3 turns.
- Trample: Critical: No.
- #68 Cutter: NA: 10%
- Scarlet Cutter: TP Gain: 0.
- Warpblade: (a.atk * 5)
- Mastery of Winter: Diminish Agility replaces Slow.
- Blade Shot: Bleed (50%). TP Cost: 25.
- Absorb: (a.mat * 3)
- Hell's Embrace: Magical.
- Lightning Rage now seals all Skills and Magic, but allows "LR Specials" to be used. LR based skills (Double-Strike, Triple-Strike, Spark Shock, Spark+) have been re-labeled as "LR Special". [This prevents other learned skills like Airblade from being used.]
- Lightning Rage now adds a 20% chance to Stun on hit and a passive 5% MP Regen and 10% TP Regen while active.
- Triple-Strike: NA: 100%.
- Sparkshield now grants immunity to Electric attacks.
- Sticky Slap: NA: 25%.
- Reave: ((a.atk * 4) + (a.luk)). NA: 20%.
- Cleave+: ((a.atk * 4) - (b.def * 2)).
- Swift Kick: (a.atk * 3) + (a.luk / 6)
- Wicked Strike: NA: 200%.
- #220 Cutter (Ruby's): NA: 50%.
- Arcane Ray: Diminish Agility replaces Slow.
- Arcane Explosion: (v[201] * 4) + (a.mat * 2)
- Lucky Strike: ((a.atk) + (a.luk * 10)) - (b.luk * 2)
- Poisonstrike: (a.atk * 3) + (a.mat)
- Toxinstrike: (a.atk * 3) + (a.mat * 2)
- Venomstrike: (a.atk * 3) + (a.mat * 3)
- Snakelashing: (a.atk * 4) + (a.mat * 4). CD-2.
- Physical Ice Attacks: Diminish Agility replaces Slow.
- Avalanche: (a.atk * 3)
- Avalanche II: (a.atk * 4)
- Avalanche III: (a.atk * 5)
- Tier 3 physical wind skills named: Galestrike.
- Tier 2 physical ghost skills named: Wraithstrike.
- Tier 3 physical ghost skills named: Specterstrike.
- Tier 3 physical soul skills named: Essencesplit.
- Tier 3 magical soul skills named: Essence Burst
- Tier 4 Fire, Water, and Ice skills now have ascending damage per level. (Ex: Eruption II is stronger than Eruption I in addition to having a higher burn chance and cost to use.)
- Removed Zoom effect from: Slice, Cut, Slash, Poison Cut, Chop, Poison Chop.

Fixes:
- Shadowstep and Lightningwalk will no longer do 0 damage the first time they are used for players who newly pick up either skill. Players who already have both skills or do not claim the other before using one will still run into a first use 0 damage output.

Known Issues:
- [Current save files only] - Shadowstep and Lightningwalk will do 0 damage the first time they are used. First usage activates the variable which is multiplied into the damage formula. On first use, the variable is 0.
- This version of the game does not say '5.1.8' on the info screen. Instead, you can confirm the version by equipping the Frost Core and checking the tooltip of Froststrike. If it says Diminish Agility instead of Slow, then you are on the newest available version.

Development Build 6.0 Opt-In

The following are details and opt-in instructions for the 6.0 alpha build. The purpose of this release is to identify major bugs and issues before official public release.

Summary of major change:
- It is now possible to deal or be dealt 0 damage on an attack.
- Damage formulas for every skill in the game have been updated to the new system.

Reasons for change:
- Reverting to the original engine system will allow me to more accurately design gear stats and enemy stats.
- Allows for the addition of skills unmitigated by enemy defenses.
- Allows for skills to more accurately function based on a wider variety of parameters.
- Allows for players to out-level an area entirely, making returns to the area less tiresome.

Goal of test build:
- Locate and neutralize crashes caused by improperly written damage formulas.
- Make sure all UI text fits in their designated spaced.
- Confirm there are no soft-lock scenarios due to the changes.
- Gather feedback for the new system to determine player preference.

Notes:
- Report all issues discovered as a comment to this thread.
- Saving should not harm your overall progress, but using a different save file from the point of changing versions is advised.
- There are no new zones introduced in this specific test build, so anywhere that has saving enabled is safe to save.
- A copy of the game exactly as it was before the changes has been saved. In the event this change causes too many issues that would increase development time unnecessarily, the entire concept will be abandoned in favor of the current simpler but less depth system. This is something I will both determine on my own and accept feedback for. If by the end of next week I still haven't eliminated all soft-locks, this idea will be abandoned. In that time, there will be no additions of enemies, zones, weapons, armor, etc. The only thing that will happen in future 6.0 alpha builds are changes to what currently exists.

Opt-In Instructions
In the list of games on Steam, right click Cross of Auria and select Properties.
In the Betas tab, write the code "opentesting01" without quotations.
Press "check code", then "Opt into", this will change the top drop down box to "60opentest - 6.0 Open Test".
X that box, then turn on the game to try out the 6.0 changes!
To return to the default branch of the game, from the Betas tab click None from the drop down.
This branch will be removed once any soft locks have been resolved.


6.0.0 [Build #126, Release Date: ????? ??, 2022] Bugs to look for: Report them as a comment to the most recent patch notes.
- Any skill used causes the game to immediately crash. [Due to a misprint of the damage formula, must address immediately.]

Major Version Change Info:
- Disabled the YEP_X_ArmorScaling plugin and added the custom defense formulas back to every ability. This may cause battles to flow differently than before.
- New key term: Partial Unmitigated. Typically, a physical skill will allow the defender's defense stat to come into play in some variation of the base formula ((a.atk * 4) - (b.def * 2)). For example, skills with "Partially Unmitigated Fire Damage" refers to allowing less of the defender's Defense to be part of the equation such as ((a.atk * 4) - (b.def * 1)).
- New key term: Unmitigated. Expanding on partially unmitigated, a skill which simply says "Unmitigated damage" refers to not factoring in the target's defense stat at all with a formula such as ((a.atk * 4)).
- The new Unmitigated key terms are applied to both physical and magic defense as well as for enemies and allies. For instance, a healing spell with Unmitigated will ignore the target's Magic Defense which would otherwise reduce the potency of the heal.
- Removed the ability for damage to always happen. Now, with a high enough defense stat, an attack could do 0 damage after all elemental and formula considerations.

Major Skill Formula Changes: [Note: NA: % stands for chance to apply on-hit debuffs, or the "Normal Attack" effect. A 100% NA value represents only a matching value of the equipment's chance to apply a debuff (Ex: Sword has 10% chance to apply Burn, a 100% NA skill would retain that 10%, but a 50% NA chance would reduce to chance to apply Burn to 5%.] [Note: This section only shows values which were changed. Omission of "Critical" or any other key word does not imply that it is off, just that it was not changed from its previous setting in this update.]
- Arcane Shock: ((a.mat * 3) - (b.mdf * 2))
- Smoke Bomb: ((a.atk * 3) - (b.def * 2))
- Suppressor Bomb: ((a.atk * 3) - (b.def * 2))
- Frost Bomb: ((a.atk * 3) - (b.def * 2)). Critical: Yes.
- Sludge Bomb: ((a.atk * 3) - (b.def * 2)). Critical: Yes.
- Cyclone: (((a.atk * 2) + 15) - (b.def * 2)). Critical: Yes.
- Cleave: ((a.atk * 4) - (b.def * 2))
- Swing: ((a.atk * 3) - (b.def * 2))
- Rockbreaker: ((a.atk * 4) - (b.def * 1)). NA: 0%.
- Insatiable Ravager: ((a.atk * 5) - (b.def * 2))
- Smoke Blast: ((a.atk * 5) - (b.def * 2))
- Thermite Blast: (((a.atk * 5) + 125) - (b.def * 2))
- Frost Blast: ((a.atk * 5) - (b.def * 2))
- Sludge Blast: ((a.atk * 5) - (b.def * 2))
- Trample: Critical: No.
- #68 Cutter: NA: 10%
- Scarlet Cutter: TP Gain: 0.
- Warpblade: ((a.atk * 4) - (b.def))
- Mastery of Winter: (a.mat)
- Blade Shot: Bleed (50%)
- Absorb: ((a.mat * 3) - (b.mdf * 2))
- Hell's Embrace: Magical.
- Point Shot: ((a.atk) - (b.def))
- Lightning Rage: Double-Strike: NA: 30%.
- Lightning Rage: Triple-Strike: NA: 30%.
- Lightning Rage: Spark Shock: NA: 20%.
- Lightning Rage now seals all Skills and Magic, but allows "LR Specials" to be used. LR based skills (Double-Strike, Triple-Strike, Spark Shock, Spark+) have been re-labeled as "LR Special". [This prevents other learned skills like Airblade from being used.]
- Lightning Rage now adds a 20% chance to Stun on hit and a passive 5% MP Regen and 10% TP Regen while active.
- Triple-Strike: NA: 25%.
- Sparkshield now grants immunity to Electric attacks.
- Sticky Slap: NA: 25%.
- Reave: (((a.atk * 4) + (a.luk)) - (b.def * 2)). NA: 20%.
- Cleave+: ((a.atk * 4) - (b.def * 2)).
- Razor Wind: ((b.mhp / 2) - (b.mdf * 2))
- Swift Kick: (((a.atk * 3 + (a.luk / 6)) - (b.def * 2))
- Fury Strikes: ((a.atk * 3) - (b.def))
- Blitz: (((a.atk * 3) + (a.luk / 4)) - (b.def * 2))
- Arcane MIssile: (a.mat * 8)
- Flash Heal: ((a.mat * 3) - (b.mdf))
- #220 Cutter (Ruby's): NA: 50%.
- Shield Bash: ((a.def * 4) - (b.def * 2)). NA: 100%.
- Arcane Ray: ((a.mat * 4) - (b.mdf))
- #224 Shatter (Riley's): (a.atk * 3)
- Arcane Explosion: (((a.mat * 2) + (v[201] * 4)) - (b.mdf))
- Rapid Shot: ((a.atk * 2) - (b.def))
- Volley Shot: ((a.atk * 3) - (b.def * 2))
- Poison Shot: ((a.atk * 4) - (b.def * 2))
- Backstab: ((a.atk * 5) - (b.def))
- Double Slam: ((a.atk * 3) - (b.def))
- Prepare Sacrifice: ((a.mat * 2) - (b.mdf))
- Chomp: (((a.atk * 3) + 10) - (b.def))
- Slap: ((a.atk * 4) - (b.def * 2))
- Burst Shot: (a.atk)
- Lucky Strike: (((a.atk * 4) + (a.luk * 5)) - ((b.luk * 2) + (b.def * 2)))
- Hailstorm: ((a.mat * 3) - (b.mdf * 2))
- Poison physical attacks have been brought in line with other elemental attacks.
- Avalanche: ((a.atk * 4) - (b.def * 2))
- Avalanche II: ((a.atk * 5) - (b.def * 2))
- Avalanche III: ((a.atk * 6) - (b.def * 2))
- Snakelashing: (((a.atk * 6) + (a.mat * 2)) - (b.def * 2))
- Tier 3 physical wind skills named: Galestrike.
- Tier 2 physical ghost skills named: Wraithstrike.
- Tier 3 physical ghost skills named: Specterstrike.
- Tier 3 physical soul skills named: Essencesplit.
- Tier 3 magical soul skills named: Essence Burst
- #740 Shatter (Ice): ((a.mat * 4))
- Infect: ((a.atk * 2) - (b.def))
- Tier 4 physical and magical elemental skills now have ascending damage per level. (Ex: Icefall III is stronger than Icefall II, applies to all elements for only the 4th tier)
- Gust: ((a.mat * 4) - (b.mdf * 2)). MP Cost: 75.
- Waterfall: ((a.mat * 4) - (b.mdf * 2)). MP Cost: 75.
- Waterfall II: ((a.mat * 5) - (b.mdf * 2)). MP Cost: 88.
- Waterfall III: ((a.mat * 6) - (b.mdf * 2)). MP Cost: 100.
- Venom-Coated Strikes: ((a.atk * 2) - (b.def))
- Kinetics: ((a.atk * 2) - (b.def))
- Eviscerate: ((a.atk * 2) - (b.def))
- Hallow's Torment: (a.mat)
- Soulbreaker: ((a.atk * 3) - (b.def))
- Arcstorm: ((a.mat * 4) - (b.mdf * 2))
- Light's Shackle: (a.mat * 2)
- Removed Zoom effect from: Slice, Cut, Slash, Poison Cut, Chop, Poison Chop.

Fixes:
- Shadowstep and Lightningwalk will no longer do 0 damage the first time they are used for players who newly pick up either skill. Players who already have both skills or do not claim the other before using one will still run into a first use 0 damage output.

Known Issues:
- [Current save files only] - Shadowstep and Lightningwalk will do 0 damage the first time they are used. First usage activates the variable which is multiplied into the damage formula. On first use, the variable is 0.

5.1.7 - Event #2

The second limited challenge event is available in the Veil. This challenge is the first to feature an enrage timer. After turn 20, the enemy will gain +100 to its action speed, an additional hit on every basic Attack, and a 20% chance to act twice.

Note: A disassembler is required to interact with the Mutant Box and Mutant Cache items. If you haven't picked it up yet, return to the northernmost part of Den An'ura to find the basic tool kit.

5.1.7 [Build #125, Release Date: February 13, 2022] New:
- A new limited event is available in the Veil - Challenge Ryban to craft the physical resistant Mutant gear! The event host Reaper will sell the recipe book for crafting Mutant gear for 2000 gold. Unlike the last event, these items can be permanently missed when this event leaves on March 1st.
-- Lv. 20 loot table: Mutant Box 25% / Mutant Cache 50% / Event Items 30% / Event Items 3%.
-- Lv. 50 loot table: Mutant Box 100% / Mutant Box 50% / Mutant Cache 100% / Mutant Cache 50% / Event Items 30% / Event Items 3%.
-- Mutant Boxes contain one of each Event Item. Mutant Caches contain a variety of restorative items and the chance at one of each Event Item.
-- Available gear: Cloth Head, Leather Chest, Mail Glove, Plate Boot, Cloak.

Character Spotlight: Ares (5.1.6)

This update allows the collection of the new character Ares. Ares is a discoverable unit in the Den An'ura Encampment who fights using ranged weapons. More details below.

Note: 5.1.6 will be available for download by the end of tomorrow night. Check your game version in the Info section of the home screen.

5.1.6 [Build #124, Release Date: February 08, 2022] New:
- The gate in the Encampment is now unlockable with the Pristine Arrowhead!
- During the Orc War, the An'ura Expert can be found in Port Reception. If the quest was started in Auria, she won't react to the player having given her the An'ura Documents. However, the rest of the quest will progress the same regardless of where the next steps are completed. After the Orc War, she returns to the Grand Library in Auria.

Character Spotlight: Ares

- Draw & Barrage. Draw will add one to the internal barrage counter. Barrage will perform one basic attack for every point added by draw Draw and reduce one from the counter until the counter is 0. If Ares is killed via counterattack or the battle ends before the counter reaches 0, the forced attacks are considered attempted but failed and the counter will still reduce to 0. Draw cannot be used out of combat and the counter only diminishes from the Barrage ability. In other words, they can be stored in one battle and used in another. If Barrage is used to end a battle, all remaining points in the counter are lost. Ares learns Draw and Barrage at level 1.
- Craft & Beast Shot. Craft will allow Ares to combine one Arrowhead and one Short Stick into an Ares Arrow. This skill can be used out of combat. To use craft, Ares must expend 100 TP. Beast Shot will fail without an Ares Arrow in the inventory. On success, Beast Shot fires a single arrow for (a.atk * 16) damage, four times that of a normal attack. Beast Shot has a physical damage type and does not benefit from Normal Attack alterations. Additionally, Beast Shot has a 5 turn cooldown and does not cost or generate TP. Ares learns Craft and Beast Shot at level 10.
- Prime Shot. Prime Shot increases the potential damage of future Prime Shots by 0.5 per usage. Damage formula ((a.atk * 4 + (v[PrimeShotModifier]/2) - (b.def * 2)). Just like Electric Alignment for Ruby, this modifier in uncapped.

Skills Learned by Level-Up
- Prime Shot (Lv. 1)
- Draw (Lv. 1)
- Barrage (Lv. 1)
- Rapid Shot (Lv. 6)
- Impact Shot (Lv. 9)
- Craft (Lv. 10)
- Beast Shot (Lv. 10)
- Fire Shot (Lv. 12)
- Arcane Shot (Lv. 14)
- Multi-Shot (Lv. 17)
- Volley Shot (Lv. 22)
- Poison Shot (Lv. 26)
- Ignition Shot (Lv. 30)
- Lifelink Shot (Lv. 42)

Fixes:
- Veil portal cancel actions no longer force the player to walk 1 tile down.

Updates & Changes:
- Removed the temporary Veil chest containing congealed items, tomes, flasks, and snowflakes.
- Hit Rate on all player classes increased to 100%. From now on, chance to miss will be handled only by enemy Evasion Rate.
- Hit Rate on Archer class increased to 115%.
- The An'ura researcher will give a reward upon returning to her with Ares in the party.



Edit before version release:

Additional Fixes:
- Adjusted empty battles in Heart of the An'ura.

Additional Changes:
- Added a Weak Tool Kit next to the Recipe Book chest in Heart of the An'ura for players who had already defeated the Hive Mind before the tool kit was added to the loot pool.

5.1.5.4 - Continued Rollout of Enemy Changes

Question of the day: Have you been to Memoria? What are your initial thoughts?

With this update, I believe I have tackled every enemy outside of the halloween events and Yuelslain's Village in regards to updating loot tables and removing level from the display. The things to look out for now is any battle that ends abruptly without enemies ever spawning and enemies that still show their level not in the zones just mentioned. If you come across either of these things, replying directly to this update is the best way for me to see that information. I will eventually scrub through every enemy in the database, but there are many more units that never saw the light of day to comb through before determining which data is okay to delete.

In case you were wondering, enemies who still display their level outside of DLC areas are marked for deletion because they are a copy of an existing entry in the database. Helping me find these will narrow down which enemies exist where and finalizing the loot tables for dungeons as a whole rather than on an encounter to encounter basis.

Highlight for players who were impacted by 5.1.5.3's change to Frost Forest, the Orc Axes can now be sold and drop off a wider range of Oros enemies. This should alleviate the item scarcity problem introduced in the last patch.

As I prepare to turn my attention to 5.2, I just want to make sure the goals I set out for the 5.1 series are complete. For those of you who read this far, 5.2 should see the introduction of the next wing in Yuel's Castle and more one-off boss enemies in the new Hall of Challengers. The process of removing enemy duplicates and finalizing battlegroups in each zone is ongoing, but tbh I may end up deciding to not go through with that at all and instead start fresh in the DB at some number then going down to keep things from here on out neat and manageable on myself.
[Example: There's four different Wolf enemies programmed into the game, with at least 3 variations that I've seen today alone - that's not even addressing how many battlegroups contain some combination of these 12 different enemies. tldr; there's a lot of excess data from when I first designed the game that I'm trying to yank out for the benefit of new players.]

5.1.5.4 [Build #123, Release Date: February 04, 2022] Bugs to look for: Report them as a comment to the most recent patch notes.
- Any enemy outside of the Halloween event or Yuelslain's Village displays its level. Please report exactly where this battle was encountered.
- Battle ends abruptly before enemies spawn.
- Frost Forest structures build incorrectly.

Updates & Changes:
- The process of removing level data from enemy display continues.
- Loot tables of many enemies have been changed with the increase in drop chance of signature items or an additional chance to drop items altogether.
- Wolves no longer drop potions.
- Minor change to Frost Forest enemy spawns near north ponds.
- Oros Tomahawk Throwers now always drop Orc Axes which can be used to clear the enchanted trees and build structures in Frost Forest.
- Orc Axe is now a regular item which can be sold for 3 gold.

Notes:
- DLC and holiday enemies still display their levels for the time being.