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
Get Gemini
Gemini
A turn-based combat game with a dichotomy-based stat system.
Status | Released |
Author | Tangled Web Games |
Genre | Role Playing |
Tags | Turn-based, Turn-Based Combat |
Languages | English |