Vs0.0.9.2 Visual Overhaul!


Huge visual update! From death animations to partial effects the general visual side of the game has been hugely updated along with several more quality of life improvements. However, there is one important thing to note. There was a very bad server side bug in regards to removing and adding save files that caused a server clint side mismatch, long story short when the game was supposed to be saving files it was actually deleting files form other people's account (which wasn't even supposed to be able to happen) so as part of this new update i have once again (for the 3rd time now) put a huge amount of time into redesigning the save system. now the cloud save will store up to 1000 save files for you and will only do a "cleanup" were it will remove a huge chunck of the save files once the saves go past 1000. i have also been assured by the website that they are looking into the save issue and it should be resolved within the next few days. However, untill i am 100% confident in the reliability of the saves i will continue to store a tone of save files per person so even if a save somhow gets removed you have many meny more backups. ok now to the change log!

- Attack animations have been added for the Heal and General attack. both a motion from attacker and an indicator on the one being attacked. makes it much easer to tell who is doing what. 

- Attack speed overhaul. I have alluded to a few people this was in the plans but now when units spd is over 60 (may be different for differant types of units) they will cap out on actual attack speed and start having chances to do double attacks when attack hits 120 they will have a 100% chance of doing 120 and start to have a chance to do triple attacks and so on. this helps with the issue of attacks being practically instantaneous and you pend ost of your time waiting for attacks to finish so the next one can start.

- Heal cap in place. (This fixed both the heal regen capping at 100 making it so you could heal infinitely and adds more depth) Heal now is capped at 500hp or 4% of total HP (whichever is higher) now when you upgrade. the heal it rases the cap by 25x but makes it cost 3 times more.  the upgrade is done in the church.

- Just like the Blacksmith church has been reworked to give a detailed description for each stats. this also laid  the groundwork for a lot more upgrades coming to the church as well.

- Lighting!!! There is a lot here! there is now a day and night cycle which changes the appearance of the location based on time of day. this helps to drive the feeling of progression as well as gives more. This rework was done on each of the maps that are out (Note there is a little bit of a performance issue on the forest map this is a known issue and will be much better optimized in the next update) 

- Uniqu attack indicators this was touched on above but i wanted to give it its own section. the attack indicators for the heal and the slash attacks are completely different types of indicators this was done to lay groundwork for very interesting spells and abilities in the future. 

- Defense has been rebalanced to only block up to 90% of opponent damage. this helps cushion the fall off feeling of when opponents go from 0 damage to 200 in just a few waves.  now the change will be more gradual as it goes form 90% onward also makes healers a little more usfolse as you can accumulate a small amount of damage even on lower floors.

So much much more to come and many more bug fixes not listed here. Its been a buissy week but I am going to keep this momentum going and keep the content rolling. a large portion of my time was spent on lighting and save issues this weak so i didn't get as much content out as I wanted to but with this issue once again behind me you can look forward to a lot of new content int the coming days!


PS. again if you have screenshots form lost saves please let me know i could rebuild them for you!

Files

Winows vs0.0.9.2 Dev build.zip 44 MB
Jun 12, 2023
WebGl 0.0.9.2.zip 26 MB
Jun 12, 2023

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