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
Get Project Elemental (Rabbit hole Demo)
Project Elemental (Rabbit hole Demo)
An RPG game with Paper Mario-like mechanics (prototype / demo)
Status | Prototype |
Author | shadeblade |
Genre | Role Playing |
Tags | Turn-based |
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