Additions/Changes NEW SKILL SYSTEM OMG Wow. Wow. Okay, take a deep breath here.
Now you can choose tons of skills for your monster. Each time you go to evolve, there will be about 3 skills. (2 for babies and toddlers) You can now basically custom-build a monster. When splicing, you will keep a certain amount of skills based on how many times you spliced. When dual-splicing, the monster's skill bank will be full of both parents' skills. This increases the depth of the game incredibly and I hope you enjoy this massive new addition.
All monsters have been given their max amount of skills from the old system. So even if you didn't get up to adult on a monster, they'll still have the skill. Consider it a nice little thank-you for sticking with monbre even though our combat system sucked. All buffs have been changed to passive. You no longer need to cast them. You can no longer get critical hits or speed attacks on abilities. Also, the furies were made a bit stronger for good and worker.
Battle Additions We now have knockdown and freezing as status effects. (but they don't cover burn/bleeding/poison) You will be stunned for one round, unable to attack. You can do this to the mobs too. Since monsters are now going to get a lot more powerful, I've made all mobs above level 20 hit you harder.
Gods You can now fight the gods of anywhere that you have been, from any city you are in. This means you don't have to go all the way back to New Orsa just to fight Gloria. Bleeding and poison now do less against the gods.
The "altruism" skill had its +life expectancy removed. Frankly this is a balancing nerf due to life expectancy not even existing anymore. It is pretty balanced now.
You will find slightly more mob encounters on normal exploring mode now.
Vincent Kane has written us a few new mob descs all around Pakkus.
You can now edit your reply in a mail even if your receiver has read it, and it will appear as new.
Bugs I changed the "new mail" system to actually query the database to see if you really have a mail. Basically the old way was using a "new mail" count which is an archaic way of doing things. Fixed splicing giving you 0 health. Feel free to report any gaping bugs such as this one on the bug forum.
Dev Notes Alright, quick notes here. I am aware the chimera is a bit unbalanced... I'm going to make it so that all chimera, when becoming chimera, lose all their skills. I'm then going to - and I'm considering this - add in chimera-only skills... just a few of them, and they're going to be incredibly OP. But that is the price you pay for a chimera, get it?
I'm so beyond pleased with this update. It took me forever to finish but I think it adds a completely new layer of depth to the game and I think, with just a bit more development, this game is ready for commercialization. As in making me money. As in "my goal with the goal".
Well that's a load off my back for now. I'm going to now continue with adding content. I'm going to reinforce the fact you even have a rival, and I'll be spending this week's update time on finishing the delivery quests and adding the two final missing quests we have to the game. I'll also be changing some mob abilities now that we have things like knockdown and frost.
edit: right, forgot to mention, training center isn't on this script because I'm redoing it, should be done like Tuesday
Demi Lune said: Also, would it be possible now to have crazy things like skills from quests?
Absolutely! You know the fabled "school" idea? Where the breeder learns various skills and whatnot? I plan to add 'general' skills for all monsters to learn there. For example, I did nothing with the styles of fighting (fierce, cautious) or the healing items (mantalix) because I do have plans of making some passive skills to boost their effects.