v0.13


v0.13 Changes

- Reverted status icons back to gray/white

- More ribbons have block descriptions

- Level up text has colorful outlines

- Description box now chooses a smaller font size if the description is too long to fit in the text box (this only really applies to the Item Modifier mode, since every normal description fits perfectly fine in the boxes I think)

- Menu options become more transparent when further away

- More UI changes

- UI text has gray borders instead of black

- Pause menu has different borders

- Floating enemies have a floating animation in battle now

- New color for moves that block stamina regeneration for costing too much

- Stamina debt / stamina block now gives you the weak idle animation

- Blazecrests will now use Rage Flare after losing any HP (instead of only below half) (Killing them before Rage Flare activates is a bit too easy if it only activates below half)

- Various negative ailments now last 2 turns instead of 1 so they actually do something

- New random status effect mode (enemies spawn with random buffs)

- Attack Sight moved to chapter 4 area (i.e. floor 40-50 base)

- Status Sight is now Ailment Sight

- Team Throw animation improved (?) to make it easier to time the second action command

- Team Throw is no longer framerate dependent?

- More trails for things

- Lust filecode now exists (makes damage types always inflict ailments, ailments are harder to resist)

- New skip to floor thing


Bug fixes

- Level up text is centered now

- Level up "Max" text is shiny again

- Changing level will correctly update the move color if the higher levels cost too much stamina

- Fix visuals for getting 4 healing particles at once (*possible with Champion Ribbon rest)

- Sentry Check text is broken up by next tags

- Rocks are no longer in the line of enemies / you in some battle maps

- Small strikethrough text that displays the base cost no longer no longer checks against the level 1 cost when first opening the menu

- 0 max EP, SE now display as 100% of the respective stat in the UI

- Some minor text problems (i.e. menus opening a few characters before the text is fully scrolled, things appearing 1 character early) should be fixed

- Pressing B in certain menus should no longer play the cancel and select sounds at the same time

- Wavy text should no longer stutter rarely (caused by incorrectly constraining things to a [0, 360] range when the angle is actually in radians)

- Splotch works again

- Quantum Shield now disappears immediately instead of disappearing at end of turn

- Power Sight now takes Astral Wall into account

- Fix compression artifacts on gradient textures

- Fix misalignment of the fire particles for Flame Stomp in battle

- Dash Through has the particles of Dash Hop now

- No longer possible to pause to zero out the velocity of items and collectibles

- Layering problem with health bars fixed

- Fix opacity of level 2 hammer

Files

ProjectElementalBuild.zip 45 MB
21 days ago
ProjectElementalWebGL.zip Play in browser
21 days ago

Get Project Elemental (Rabbit hole Demo)

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