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Cross of Auria News

5.1.5 - Small Updates

To sum up the patch notes in just a few words - I'm looking to streamline some of the experience to be more enticing to new players. This decision is based on what I can see in the back of Steam for brackets of time played for everyone who has ever played the game.

Much longer detail -

Notes:
#1 - Until a debug event is added to the game to cycle skills that party characters already know, updated skills may not apply to the team but will apply to enemies.
#2 - Schematics as a concept are slowly being removed from the game in favor of the Crafting tab. Over the next few updates where enemy levels are removed, so too will their loot tables be changed and schematics will be removed. As we go, Recipe Books will take their place and these items will find their way to the Crafting tab requiring many of the same materials currently required to craft them. However, because of the way the game was originally made - recipes which require weapons or armor as schematics will no longer require them in the Crafting tab. (For anyone also developing a game in RMMV, this is because one of the Yanfly plugins requires a before-first-public-build determination about whether armor and weapons of a single type can be carried as a stack or as individual items. Since CoA uses individual items where two weapons of the same type may have different socket amounts, ItemSynthesis can not read Armor or Weapons as ingredients. Changing from one setting to the other now would require full game restarts by everyone with a save file as it would cause an immediate crash upon opening the menu.)
#3 - Multiple units of different levels as a concept is slowly being removed from the game which will be replaced by a unit having fixed stats throughout the game regardless of when or where it appears. Example: An'ura Warrior in the back end will always be level 1 and always have X/Y/Z stats - An'ura Warrior Lv. 2 & Lv. 3 have been permanently removed from the game. This concept will eventually apply to all enemies throughout the game. The same image may be used for different enemies, but they will have different names. No enemies will display their level.


5.1.5 [Build #119, Release Date: January 26, 2022] Updates & Changes: {Skills}
- The limited event location in the Veil has been discontinued. Its challenges have been scaled down and moved to the Encampment.
- Removed zoom from Triple-Strike.
- States with differing Stun effects have been condensed into a single 1 turn state simply called "Stun". (State #21). Skills which cause multiple turn stuns increase the counter of this state.
- Custom states which add to or decrease the value of parameters have been removed. The default buff and debuff system built in the engine has taken its place.
- Diminish and Boost now display the number of turns rather than the % effect or % chance to occur. Tooltips across the board have been updated.
- Diminish and Boost effects are now guaranteed so long as the ability makes contact.
- Rockbreaker changes: TP cost reduced from 40 to 10. Added 1 turn cooldown. Increased damage to (a.atk * 4) from (a.atk *3).
- Increased Cleave damage from (a.atk * 2) to (a.atk * 3).
- Increased Frost Blast damage from (a.atk * 3) to (a.atk * 4).
- Increased Arcane Shock, Flame Shock, and Frost Shock damage from (a.mat *3) to (a.mat *4).
- Increased cooldowns of Flame Shock, Frost Shock, and Arcane Shock II to 2 turns.
- Increased Reave damage from (a.atk *3) to (a.atk *4).
- Increased Arcane Ray damage from (a.mat * 3) to (a.mat * 4).
- Psychic skills now diminish Agility and Luck instead of Defense or Magic Defense.

Updates & Changes: {Enemies}
- Conversion to a new system has begun - enemies will no longer exist at multiple levels with the same name and will no longer display their level.
- Both versions of Den An'ura have been updated with the new system as a trial run.

Updates & Changes: {General}
- Weed field units have been removed from Den An'ura.
- Field units have been added to Den An'ura. For now, they are always the same battle configuration of 2 Warrior & 1 Archer.

5.1.4 - First Veil Limited Event

Before you worry at the sight of the word limited - these enemies and their loot will continue to be available even after the event ends somewhere in Revan. Permanent placement has not been decided yet.

In other news, I've been extremely busy with doctors visits, snow days, and other development interrupting real-life issues. I haven't forgotten about YS Village, but real life and the children come first! Plus, I have a very strong feeling none of you have completed what is available yet! This new veil event is being added to give you guys a little something extra in the meantime. Cards on the table, it did not take very long to make and offers desirable and otherwise unobtainable rewards - so I hope you all enjoy!

In addition to a wand, shield, and skill - a new item has been added which will be temporarily purchasable - the Herb! Herb will remove Poisoning and Poison Diminish from a single ally.

Oh, and the wand lets Alex use some cool poison skills that have been chilling in the back-end without being released as a character skill for a while now.

Final note before the patch details: the Recipe Book only needs to be purchased once for these items to be permanently added to the Crafting menu. However, herbs can not be crafted and may later find their way into regular shops across Revan.

5.1.4 [Build #118, Release Date: January 13, 2022] New:
- The first Veil event is now available. Duration is unknown. When the event is finished, the battles and obtainable loot will change and move to a new location somewhere in Revan as its permanent residence. During this event, drop rates of item synthesis materials are greatly increased.
• Lv 10 Vine Snapper - 722 HP / 180 MP / 27 ATK / 37 DEF / 37 MAT / 30 MDF / 27 AGI / 31 LUK / Barbed Stem: 100%
• Lv 25 Vine Snapper - 5306 HP / 405 MP / 73 ATK / 107 DEF / 89 MAT / 77 MDF / 72 AGI / 87 LUK / Barbed Stem x2: 100%, Pungent Root: 50%
• Lv 50 Vine Snapper - 112515 HP / 780 MP / 188 ATK / 243 DEF / 215 MAT / 184 MDF / 181 AGI / 201 LUK / Barbed Stem x3: 100%, Pungent Root: 100%, Silky Leaf: 50% x2, Silky Leaf: 25%.
• Shop: Herb, Barbed Wall (Shield), Rod of Thorns (Cane), Guide: Remedy (skill book).
• Location: In the Veil closest to the telepad that leads to Ruby's house.

Updates & Changes:
- The Veil has been updated with the permanent placements of the Battle Series events and the rotator events.
- The following items have had their tooltips updated: Metal Chips, Metal Shards, Metal Plates, Iron Bars, Steel Bars, Leather Strips, Coarse Hide, Beast Hide, Thick Hide, Heavy Hide.
- Poison the status ailment will be referred to as "Poisoning" in tooltips effective immediately to differentiate from Poison the elemental damage type.
- Swarm now does (a.mat) damage down from (a.mat *4), may apply Poisoning at a rate of 10% per hit down from 50%, may apply Diminish Defense 20% at a rate of 7% per hit down from 30%, no longer regenerates TP, and has a cooldown of 2 turns up from 0. However, it now strikes four times per use.

5.1.3 - Colosseum Events Move to the Veil

In my quest to make the game more accessible to new players, I have moved the bulk of events and challenges from the Colosseum Basement to the Veil. I'm developing a new process for future events with a concept similar to the horseman DLC, but more on that later.
This update introduces a few more zones as timelost, so it was imperative to get it out there ASAP.

The upstairs events in the Colosseum will remain where they are for the time being.

5.1.3 [Build #117, Release Date: January 08, 2021] Bugs to look for: Report them as a comment to the most recent patch notes.
- All Veil transfers should direct to where the corresponding Watcher suggests they will.

DLC Changes:
- A Watcher in the Veil now exchanges the materials required for the Hallows++ gear in the form of a shop. The terminal in the Colosseum Basement has been removed. Overall cost to purchase remains the same.

Timelost:
- The Colosseum entrance to the Headless Horseman DLC has been timelost. If you saved your game there, leave the zone and save elsewhere before the next timelost purge. The new Veil entrance to the Horseman DLC will serve as the permanent location.
- The Trophy Hall has been timelost and save restricted.

General Updates & Changes:
- Paths to newly timelost zones have been blocked and these zones are now save restricted.
- The event version of the Veil has been expanded to include rifts and other events formerly housed in the Colosseum. DLC store pages have been updated to reflect the new location of these rifts.
- The Colosseum basement has collapsed and can no longer be entered.
- Scorpio's Pupil (event) now has a visible passive barrier regen, has greatly increased stats, and has adjusted Pit Coin drop rates.
- Eldritch Wretch (event) now has greatly increased stats and adjusted Pit Coin drop rates.
- Each gazer from the Jelly Trio (event) now have chances to drop Pit Coins.
- One of the Watchers in the Veil will now cycle Hollows+ gear, destroying socketed gems but allowing the weapons to be Disassembled into frames. These frames are required for crafting Hollows++ gear. Destroyed gems will not be refunded. This process does not need to be done if the Hollows+ weapons are obtained after this patch is downloaded, as newly acquired gear will have the disassembly flag built in.

3rd Anniversary

Ever since I created Amaya and Eurus, I've been looking at the other four main characters and thinking about what other kinds of abilities they should have to help make combat more interesting. It took dozens of hours, but I came up with something. Here is the first look at that.

And by first look, I mean that I'm in the process of final testing and this will be in the live version of the game later today or tomorrow morning. Look for version 5.1.2 in the Info section to know if it is live.

Memoria can be found using a telepad in the permanent version of the Veil. This telepad is located closest to the one that leads to Ruby's House.

Introducing...
Memoria

- In this location, players can choose to have Ruby learn new skills.
- There are 24 available skills to be chosen, but it is only possible to pick 20 (at level 99), so choose wisely!
- One "Memory Shard" is obtained on every 5th level, and then an additional one at level 99. Use these at the statue which corresponds with the skill you want Ruby to learn. A shard will be lost upon each activation.
- Each path leads to stronger skills of a similar type, but not to worry, there's no guesswork involved because the details of every skill in this area are outlined below. To get to the strongest electric skill, the previous four must be learned first.

[h2]Skill Details[/h2]
Note 1: I have done my best to copy everything over, but the occasional detail about warmup and cooldowns may have been unintentionally omitted from both the tooltip in-game or the description here.
Note 2: The data you are about to read is more complete than the tooltip in-game due to the limitations on space for skill effects.
Note 3: If a skill from Memoria doesn't learn or perform as intended, please reach out via comment ASAP and I'll look into it. Memoria was built without the use of self switches or other entanglements, so fixes should be easy... I hope

[h3]Defense (Left)[/h3]
- Sentinel: Increases defense and chance to be targeted. (30%). Cost: 20 TP.
- Bulwark: Increase defense (33%) for 5 turns. Reduce physical damage taken for 5 turns. (33%). Cost: 25 TP.
- Guardian Angel: Greatly increase chance to be targeted for 7 turns. Cost: 25 MP.
- Sword Dance: Adds chance to counter physical attacks for 6 turns. Cost: 30 TP.
- Omniwall: Increase elemental resistances by 20% for 5 turns. Cost: 50 MP.

[h3]Magic (Mid-Left)[/h3]
- Meditation: Restore 30% HP and 30% MP immediately and an additional 30% over time. Reduces TP gained for 3 turns. Cost: 75 TP.
- Spark Storm: Barrage a single target with 5 electric charges. Cooldown: 3 turns. On-Hit: Stun (6%) Cost: 50 MP.
- Arcane Cannon: Increases target's magic by 50% for 3 turns. Adds arcane to normal attacks. Action Speed: +60. Cost: 40 MP & 20 TP.
- Arcstorm: Strike all enemies with violent arcbolts. Lasts 3-5 turns. Warmup: 2 turns. Cooldown: 5 turns. Cost: 30 MP.
- Sacrifice: Reduce HP to 1. Restore 2x that amount to allies. Deal 3x that amount to a random enemy. Cost: 100 MP.

[h3]Electric (Center)[/h3]
- Lightningwalk: Reduces resistance to dark. Cooldown: 1 turn. Damage greatly increased if used after Shadowstep. Cost: 30 TP.
- Spark+: A magick attack imbued with electricity. Strikes twice. Electric effectiveness increases with each use. Cooldown: 1 turn. Cost: 20 MP.
- Energize: Adds electric to an ally's normal attacks for 7 turns. Cost: 30 MP.
- Crossbolt: Deliver two devastating electric blows to a single enemy. Electric effectiveness decreases by 2 with each use. Warmup: 3 turns. Cooldown: 3 turns. Cost: 20 MP & 25 TP.
- Statue {not a skill} - Allows Ruby to upgrade Sparkstrike to Lightningstrike at the cost of 150 Electric Power. Then, allows Lightningstrike to be upgraded to Bolt Cutter at the cost of 300 Electric Power.
- Sparkstrike formula: (a.atk * 3) + (a.mat) + (v[03] / 4). Cost: 5 MP & 10 TP.
- Lightningstrike formula: (a.atk * 4) + (a.mat) + (v[03] / 3). Cost: 10 MP & 15 TP.
- Bolt Cutter formula: (a.atk * 4) + (a.mat * 2) + (v[03] / 2). Cost: 15 MP & 20 TP.
v[03] indicates the "electric power" variable. Note: If you have a save file from before the quest for Lightninstrike and Bolt Cutter were removed from the game, you will still have to pay the statue to progress Sparkstrike even if Lightningstrike is already learned. However, if Ruby already knows Bolt Cutter, you don't need to interact with the statue at all.

[h3]Holy (Mid-Right)[/h3]
- Light's Shackle: Damage & stun a target for 1 turn. Cooldown: 3 turns. Cost: 30 MP.
- Seraph's Gaze: Removes all parameter changes from enemies. Cost: 50 MP. {This skill removes all "Buffs" and "Debuffs" to parameters and removes all custom parameter enhancement and deficits between #400-448}
- Skybeam: A devastating beam of light burns into all enemies. Electric Synergy. On-Hit: Burn (10%). Cost: 75 MP.
- Exorcise: Deals devastating damage to a single target. Cooldown: 10 turns. Action Speed: +30. Cost: 120 MP.
- Return Spirit: Restores a KO'd character to 100% HP. Cooldown: 1 turn. Adds Holy element to their attacks and greatly boosts DEF/MDF. Cost: 40 MP & 20 TP.

[h3]Dark (Right)[/h3]
- Shadowstep: Reduces resistance to electric. Cooldown: 1 turn. Damage greatly increased if used after Lightningwalk. Cost: 30 TP.
- Shadowspark: A magick attack imbued with dark. Strikes twice. Electric Synergy. Cooldown: 1 turn. Cost: 20 MP.
- Blinding Slash: Dark. Action Speed: +10. On-Hit: Blind (30%). Stun (20%). Cost: 2 MP & 10 TP.
- Shadow Spike: Barrage a single target with 3 dark charges. Cooldown: 2 turns. On-Hit: Stun (6%). Cost: 50 MP.
- Emblem of the Night: Curse an enemy to take damage for the remainder of battle. The target also takes increased electric and dark damage. Cost: 50 MP & 100 TP.




5.1.2 [Build #114, Release Date: December 31, 2021] Notice:
- All zones marked as Timelost will be completely removed from the game at the start of 5.2.0.
- Loading a save file located in a time lost zone will result in a game crash. This is not an issue that can be fixed.
- The most recent of these zones became timelost on December 12th, 2021. They will be deleted on or after February 1st, 2022.
- The removal of these maps and the events contained within frees up both file space and in-game data space. There are only so many maps that RMMV can generate. For as long as there are maps taking up excess back-end data, new maps can not be created.

Notice / Future Cleanup:
- At some point in the future, the following zones will become Timelost and subsequently removed from the game. They will be replaced by a single larger map instead of multiple smaller maps. It takes a great deal of testing to make sure the entanglement of the multi-map setup is correctly passed to the single-map setup, so these will not be an all-at-once endeavor. Stay tuned to future updates for details.
-- Den An'ura (First Pass)
-- Den An'ura (Return)
-- Rift An'ura (Lv. 20)
-- Scarlet Cavern
-- Hell's Gate
-- Frost Forest
-- The Black Forest

New:
- New key tooltip term: "Electric Synergy". This term is used to show items, skills, and effects which benefit from but do not contribute to Ruby's electric power.

General Updates & Changes:
- Most flashing in the Veil zones have been replaced with Neutral 1 animations instead.
- The Hall of Challengers is being transformed into a lifeless monster-filled arena. The size of this location is now more in line with how it appears from the outside and its contents are more in line with the emptiness of Agartha. The challenge can be started once Ruby is at least level 15. Enemies in this area are fixed at level 30.
- Each newly acquired piece of the Challenger's Battleguard set now increases resistance to all elements by 5%.
- Removed the respawn restriction of the Headless challenge DLC. This challenge may be undertaken in rapid succession without the need to clear the upstairs activitiy in between challenges.

Skill Changes:
- Singlehand Stance will now apply a 3% per turn TP regeneration for 5 turns.
- Doublehand Stance will now apply a 3% per turn MP regeneration for 5 turns.
- Changed tooltip info for Ruby's electric attacks to take less space.
- Reduced Sparkstrike's Normal Attack to 20%.
- Reduced Lightningstrike's Normal Attack to 50%.
- Reduced Bolt Cutter's Normal Attack to 75%.

Other:
- Removed the inner Hall of Challengers arenas from the package data.
- Removed data for Battlefront enemies and blocked access to the battlefront for the time being.
- Removed data for most remaining custom Pit and Gauntlet enemies. Transferred data for custom Pit bosses to the in-development section of the game data.

Notes:
- Minigame Megathread was updated on December 28th, 2021 to reflect the changes to the Gauntlet and Battlefront and to include the addition of Yuelslain's Village.


5.1.2.1 [Build #115, Release Date: December 31, 2021] New:
- New key tooltip term: Electric Alignment. This term is used on items, skills, and effects to indicate contribution to and benefit from the Electric Power variable. Unless otherwise specified, each usage will increase Electric Power by 1. Skills will read: "Electric Alignment: (%benefit from electric power)."
- New key term: Diminish. This term is used in conjunction with parameters. Skills that formerly said "May reduce enemy defense: (chance%)" now say "Diminish Defense of target by amount: (chance%)." If the chance is guaranteed on hit, that portion is omitted. Target may be replaced with self, allies, enemies, etc.
- New key term: Boost. This term is used similarly to Diminish but to signifiy increases to stats instead of reductions. Skills that formerly said "Increases attack of allies" will instead say "amount% Attack Boost of target: (chance%)." If the chance is guaranteed on hit, that portion is omitted. Target may be replaced with self, allies, enemies, etc.

Skill Changes:
- Arcane Shock II now has a 1 turn cooldown.
- Flame Shock and Frost Shock have had their power reduced from (a.mat * 4) to (a.mat * 3) to be in line with Arcane Shock I.
- Updated tooltips for many skills.
- Smoke Bomb damage increased from (a.atk) to (a.atk * 2), type changed from Physical to Dark, and tooltip updated.
- Smoke Blast changed from Physical to Dark.
- Suppressor Bomb and Suppression Blast changed from Physical to Soul.
- Suppression Blast & Sludge Blast damage increased from (a.atk * 3) to (a.atk * 4) to match Smoke Blast.
- Expose Weakness now deals (a.atk) physical damage, can critical, can miss, is a physical attack instead of certain hit, and has an Action Speed of +10 instead of +5.
- Skills which referenced "wind vulnerability" now display the state's name "Air Current" instead.
- Skills which referenced "wind weakness" now display the state's new name "Sharp Gusts". Still only the level 1 effect chance is displayed. All skills which can apply Sharp Gusts I can also apply Sharp Gusts II & III at lesser rates.
- Crush Armor no longer costs MP.
- Insatiable Ravager damage per hit increased from (a.atk * 2) to (a.atk * 3) and variance increased from 5% to 20%.
- Ravage can now critically hit.
- The Lightning Rage abilities Double-Strike, Triple-Strike, and Spark Shock can now critically hit.
- Cleave+ now deals (a.atk * 3) damage, up from (a.atk * 2).
- Wicked Strike now deals (a.atk * 10) damage, up from (a.atk * 8).
- Arcane Missile now has a 1 turn cooldown.
- Thunderstorm now has 25% Electric Synergy.

Other:
- Moving forward, "On-Hit" will be reserved for skills that have the potential to strike more than once per turn. Ex: On-Hit: Warp (200) for Warpstrike III indicates that all three hits will take off 200 barrier, for a total of 600 in addition to the regular damage done by the skill.


5.1.2.2 [Build #116, Release Date: December 31, 2021] Updates & Changes:
- Adjusted the remaining skills not updated by the 5.1.2.1 build to conform to the new tooltip style.
- Game version now properly reads 5.1.2.2 on Info screen. Patch Notes file incorrectly shows 5.1.3 where 5.1.2.2 should be.

New Year Address / 5.1.X Overview

Occasionally when I do these posts, I give a little insight into what is being worked on or what my goals are, but it's usually attached to the tail end of a patch notes briefing. Today we're going to have a look at the broader scope of goals for the near future, in list format in no particular order. Included will be some status notes about their development progress if there is any to mention.

The following are goals to be completed during the 5.1.X versions of the game. All updates between now and 5.2 will work toward these goals.

* Completion and finalization of Yuel's Castle. Then, a look at potentially downscaling difficulty in the entire zone if needed.
- The design for the interior of Yuel's Castle is already complete. Making the area interesting is far from finished.
- Will continue to release as area blocks until completed, similar to how Library and Prison were released.

* Creation of Yuelslain's Monarch DLC.
- Not yet in development pending the finalization of Yuel's Castle.
- Will allows the re-challenging of bosses from Yuel's Castle on a permanent basis for more / different loot.
- Adds a unique extra boss.

* Transformation of the Hall of Challengers.
- Gauntlet and Pit data will be permanently removed from the game.
- Zone has already been redesigned with the west wing partially filled with new level 30 challenges.
- Original custom Pit bosses scaled up to Lv. 30.
- The decision to transform this area in this way comes from observing the difficulty of Yuel's Castle relative to what equipment Ruby's party has access to. Also, the coding for both the Pit and the Gauntlet proved to be too complicated and glitchy over the long haul and needed to be significantly reduced to function.

* Addition of a second Colosseum challenge
- Since the birth of the Colosseum, I've only had a single challenge for a reimagined state of Den An'ura. However, the goal was always to have reimagined versions of every dungeon Ruby goes through with similar yet more complex trials.
- Scarlet Cavern will make an appearance as the next Colosseum trial with an expanded single map.
- Scarlet Cavern map is already completed. Once a gearset, enemy list, and economy has been established, this will be added to the portal left of the An'ura Rift.
- Current goal is level 30-40 range for the dungeon with primarily Fire and Earth type enemies.

* Removal of multi-map locations
- This is already partially in progress, found in patch notes as when zones become Timelost.
- The engine has a finite number of "maps" which can be stored in its database, and the concept of small multi-map zones is wasteful of limited resources.
- Will remove both version of Den An'ura, Scarlet Cavern, Hell's Gate, and Black Forest to replace them with single maps that serve the same function as the original.
- Once a map becomes Timelost, players have until the next major patch or 2 months to save in a non-timelost zone.
- Loading a save file in a Timelost zone will result in a game crash. That save file will be unrecoverable. To prevent this, future Timelost zones will become save restricted in an update leading up to them becoming Timelost. The overall time between a map becoming save restricted and being removed from the game should usually be roughly 3 months.

* Creation of Battle Series X
- I introduced this concept in a previous update and pretty much haven't said anything about it since. Don't worry, it hasn't been scrapped and I haven't forgotten about it. During the creation of the "Zodiac Overwatch", I discovered some things about plugins I had installed but not used - like Item Synthesis and Item Disassembly. Since then, the concept of the Crafting menu, breaking down items, and learning skills via items has found its way to other parts of the game even though they originated here in this unreleased DLC.
- Currently, Battle Series X hosts level 25 zodiac-themed bosses. "Trash mobs" haven't been thoroughly created yet, but will be in the 15-25 range.
- Data for an entire set of gear is already included in the game package for this area.
- This area, unlike Yuelslain's Village, does not have an overarching story or integration in the quest log. The map for this zone is also already finished, so the lack of quest log entanglement is unlikely to change.
- The concept for Battle Series X came months before Yuelslain's Village, but around Halloween 2021 I decided to make a Christmas themed event that evolved into what became YV.
- Once completed, Battle Series X will release as a free DLC, just like Yuelslain's Village. The reason for this is effectively to keep separate from the primary game package extra data which isn't always desired. Removing BSX from your game package won't cause you to lose any of the items obtained from the area, but will cause a game crash if you do so while saved in the Zodiac Overwatch. The same concept applies to all subzones of Yuelslain's Village, and will carry over to all other DLC packs.

Beyond 5.1.X
Following the completion of all the above goals, focus will shift back to moving the main story forward through Sha'ri (bottom right of world map) and potentially Castalia (bottom left).
- Completion of the Orc War campaign and introduction to the next campaign.
- Dojo in Lvell for all time periods.
- Inn in Lvell for all time periods.
- Usage of Alpha Ruins
- Terra Anatis sidequest
- Obscurite explorable


Beyond Orc War Campaign
Once everything you have read above this section has been completed, it will be time to evaluate whether continued development on CoA is a wise business decision for me. There are other game ideas I want to pursue, both on RMMV and on Unity, in addition to the work I do as a content creator and live streamer. Ever since making CoA F2P, thousands more people have been able to pick up and try the game - which I love. However, as a solo developer, I have to consider how best to feed my family. If development on CoA were to come to a halt, it would likely only be temporary while a new project was made from start to finish. On the other hand, if any of my other business ventures started to pick up, it's likely that development on CoA would cease immediately and permanently. Since there is no current "end of the game" ever since I abandoned the idea of releasing CoA in $0.99 chapters, everything above can be summarized as: develop a clear ending to the main story & add post-game things to do. That's it right there. That's the current overall goal. On the other hand, who knows - if for some reason the paid DLC I have in mind does exceedingly well, there would be no reason to pursue other ventures. I know a lot of developers don't talk about this kind of thing, but it's important to highlight that I'm not a teenager. In fact, I'm 32 with 2 kids, but I still struggle with the idea of abandoning a profitless project because it's something that I love.

Solemness aside, thank you for reading if you got this far, and I'll see you in the next patch notes which will probably be in 3 or so days. Next update is already loaded with fixes and removals of unused data and partial change to Hall of Challengers.

Enjoy the new year everyone
//Hardytier