More Pets and Alchemic Cerberus Loot update.


Hey there, friends, my nickname is Nakano15, and today I bring a new update.

I know that you guys must be itching to explore Gavea South Beach, but I will still need to do some more work on it, because not only I need to work on Fox Slimes cave, but also will need to work on a new Pirate Ship area that has been added to the plans, so I will also need to work on the crew members that will try to make you walk on the plank, something I'm sure you guys wont let happen.

Anyways, allow me to show some highlights of the update.

Pet System Improved, and new pets arrived.

Well, previous update allowed you to have access to a raw version of the pet system. This update, further fleshes out the system, and also makes pets more interesting.

Now, pets will be able to not only learn, but also use skills. Each pet will have different skill sets, whose were set based on... Themselves.

They also gained 3 quickslots which you can use to assign skills you want to make them use in combat, or items you want them to use, like potions, or other consumables.

Do notice that there's no limit right now as to how many pets you can have in your guild hall, but I don't recommend abusing of this, because there's also no way of removing them either, so hatch/mature pets with moderation.

And to finish with pets subject, not only Bunny Slimes and Lapins are catchable, but also Acid Doggies and Waschbars too.

Refine will no longer destroy items on failure.

You voted for it, and here it is. Failing at refining items will now downgrade their level, instead of destroying the item for good.

Yes, you'll no longer have death wishes at the poor blacksmith because your weapon broke... Or at least because your weapon broke, since depending on your luck, you might be the one ending up broken after trying to refine for many times.

Anyways, I guess it's more possible get your weapon refine level to a high enough level, like...

Yes, I'm broken after that refining, so don't ask.

Alchemic Cerberus Rematch, but this time with loot.

You can now directly ask to fight the Alchemic Cerberus again, if you've already triggered the inner chambers event.

This time, the rematch is no longer linked to Rottweiler's Head favor, and has its own independent daily (in-game time) cooldown, so you can still do the other heads, including Rottweiler requests without problems.

The major difference between the first fight and the rematch, is that the rematch now has the chance of making them drop loot, so be sure to have some inventory space freed before fighting them. Beside I added a 10 seconds delay before the dialogues proceed upon victory, better not to leave inventory management to such a short time window.

Anyways, do remember that the Alchemic Cerberus and the Bunnykin requests have daily in-game cooldown, so if a day passes, their cooldown will wear off.

Changelog

Summon kills will now drop loot, if they're the only ones causing damages.
Hatch pets will now take golds off your guild fund, as intended.
Added 2 new pets to the game.
Pets now have their own skills, and also have 3 quick slots that can be used to assign skills and items to them.
Refining will now downgrade item level on failure, instead of breaking it.
You can no longer change Combat Techniques while an attack animation is happening.
Quest boards will now show a star next to the quest name, if your guild previously completed it.
=> It will also show a completed and total bounty quests counter at the bottom right of the window.
Reduced the cooldown before you can speak again with each of the Alchemic Dog heads from 2 in-game days to 1.
=> Yes, twice more chances of befriending them, and less waiting.
Added a new dialogue to the Alchemic Cerberus where you can ask it for a fight.
=> Asking it for a fight is partially like it was when the Rottweiler Head asked for a rematch, but with a few changes.
=> Asking for a fight has a different cooldown, so independs on the heads cooldown.
=> Defeating the Alchemic Cerberus in that fight will have the chance of dropping loot, and will give the same rewards as before; reputation with all heads and guild exp.
=> Losing that fight will not award reputation or guild exp, neither will place it in cooldown, nor leave your characters defeated at the end of the fight, so you can retry it.
=> The Rottweiler Head will no longer randomly ask you to have a rematch, due to the dialogue relocation, so no fighting the non loot dropping version.
Increase Agility buff got fixes on how much it changes target status based on skill level.
=> Somewhat, the skill got a nerf, but the skill is still very useful in combat.
=> Reduced cooldown from 5 seconds to 1.
You can now use Shikabane's Infiltration Combat Technique while wielding two daggers.
=> While using this Combat Technique, the second weapon will be disregarded from status calculation.
Provoked debuff will no longer cause healers to stop healing automatically.
Nerfed Ghost Bracelet damage from 12 to 6.
Nerfed Arquebus damage from 16 to 12.
Buffed Sledgehammer damage from 8 to 11.
=> Good luck having someone equip it.
Nerfed Brass Nuckles physical damage from 12 to 9.
Filled a hole in a lake at Travellers Path.
Reduced the cooldown between each of the Alchemic Cerberus requests from 2 in-game days to 1.

I hope patch note is better readable now, because on the previous news, it looked awful.

That's it for this update. Now time for me to get into working on Gavea South Beach, or at least after I get my lunch.

Until next time :)

Files

GuildManagementGame.zip 68 MB
Sep 14, 2023

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