v0.19


v0.19 Changes

- Smoother flying animations in overworld for enemies

- Ribbon effect animations last longer

- New stomp squish effect

- Revamp to the elemental system: Elemental damage now applies elemental mark effects (You can remove them on yourself and enemies by applying the opposite effect)

- Note that the "advanced elemental formulas" are now what the normal elemental formulas were before (so level 2 Light Smash uses the formula of the old level 1 Light Smash)

- Air damage no longer has its unconditional defense piercing (Except for level 2 Electro Stomp, which keeps its super pierce)

- Multi Slash -> Electro Slash

- Power Smash -> Leafy Smash

- Flora Smash -> Flash Throw

- Icons in move text (May remove some of them if they are too confusing, currently they indicate both positive effect moves and damage types)

- Tutorial changed to showcase the new elemental mechanics (Now possible because you now have elemental moves in your base moveset)

- New particle for effects running out or being removed for other reasons

- New particle for ribbon usage or badge triggers (note: more passive conditionals are not shown right now because there are theoretically too many to show at once)

- Landing squish now exists for entities in general

- Follower jumping should no longer glitch in the walk animation for 1 frame

- Crystal Crab hp nerf (10 -> 8) to compensate for the removal of elemental boosting (which was an easy source of high damage)

- Various defense nerfs for a lot of enemies (to compensate for the lowered damge numbers)

- Free badge no longer gets deleted

- Cloud Jelly forms now change the name of the enemy (e.g. "Water Jelly")

- Scan move now has an animation

- New behavior for what if you unequip your ribbon (now has a better default than the wrong looking transparent)

- Effects ticking down now should only trigger one event

- Plague Roots are stronger now

- Instinct badge is actually implemented

- Risky Start no longer heals you in the rare case you are below the hp it sets you to

- Enemy stat HP rebalancing

- Rework enemy movesets in the early game to add more elemental moves (Since part of the game now involves managing elemental effects on yourself)

- Hover text


Bug fixes

- Smoother fluffling idle added in

- Slimeworm animations work

- Various other animation fixes

- Fix debuff immunity for Cursed Eyes

- Potential source of softlocks removed (dying from poison no longer softlocks)

- Squish glitches should be fixed

- Illuminate works properly on enemies

- Bonus actions from enemies now hide HP bars between actions

Files

ProjectElementalBuild.zip 63 MB
51 days ago
ProjectElementalWebGL.zip Play in browser
51 days ago

Get Project Elemental (Rabbit hole Demo)

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