Post-jam patch


Nobody gon' read this but it's fun to write legit patch notes. This update includes the following changes:

Damage & Health balancing

  • In the original release, damage numbers were a little high, and it was relatively easy for the Attack Geminus to land one good blow and take out a lower-defense character. These changes give players more survivability and make battles less likely to swing one way or another on the strength of a single blow.
  • Base Health for player classes increased from 50 to 75.
  • Attack / Defense exponent*[see note] reduced from 0.75 to 0.7.

Skill reworking

  • The two damage-debuff skills were a little too strong in terms of neutralizing the Attack Geminus, so their effectiveness is reduced.
    • Disarm damage reduction is always 25%, rather than varying from 25% - 50%. The duration is reduced to 1 to 4 turns from 2 to 5, and it is possible to fail to apply the reduction if the outcome of the Precision check is low enough.
    • Beat Back damage reduction changed to 25% - 75% rather than 50% - 100%.
  • The Guard and Stealth skills are now twice as effective in shifting enemy attention to and from the user respectively.

Enemy stats & behavior

  • Revenge Geminus Physique & Spirit reduced to 6 & 6 rather than 7 & 7.
  • Support Geminus no longer casts Conjure Armor on the Attack Geminus.
  • Support Geminus now casts Toxic Cloud.

Bugfixes and UI improvements

  • Essence Shift skill no longer causes a fatal crash.
  • Typos fixed in stat key.
  • Some battle dialog buttons now correctly have text.
  • Status effects are now listed vertically, making them easier to read.
  • The JRE bundled with the Linux distribution is now minified, reducing the download size by over 50%. The Linux distribution is still notably larger than the other two, since my more sophisticated bundling mechanism only works for the OS of the dev machine, and I don't have a Linux machine handy.

Damage algorithm note

"Attack / Defense exponent reduced from 0.75 to 0.7 ."

This is the most technical aspect. The basic damage algorithm (excluding buffs/debuffs) is:
basePower * (attack / defense)^x
where x is between 0 and 1. The value x controls how much impact the attack and defense stats have. If x is 0, attack and defense are irrelevant and basePower is all that matters. If x is 1, damage is directly proportional to attack and inversely proportional to defense. Reducing x from 0.75 to 0.7 slightly reduces the damage variation based on difference between attack and defense. This makes damage numbers a little more manageable, especially for powerful attackers against weak defenders.

Files

Gemini (Windows) 12 MB
Feb 01, 2022
Gemini (Mac) 12 MB
Feb 01, 2022
Gemini (Linux) 55 MB
Feb 01, 2022

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