Bug Fixes, Acolytes and Werewolves Update


New update incoming, bringing a number of fixes, new encounter, and also new guild member you can recruit.
I'll talk about the new Guild Member first:

Gavea Acolytes now recruitable

I wonder if someone was already imagining when they would come out. Anywas, here they are.

The Gavea Acolytes are probably one of the easiest and earliest healers you can get in the game,
and all you need to do to get them is go inside the Church in the City of Gavea, and speak with the
Acolyte Master there.

Lore wise, it's the custom of the church to offer an acolyte of the opposite gender of the guild master
(even more since the Goddess they worship is the Goddess of Fertility), but since the Guild Master
is not implemented yet, the game will ask you which Acolyte gender you will take.

Just like the Gavea Guards, you can name the Acolyte you get anything you want, but you wont be able
to get one of the opposite gender, at least for now. And no, your guild master wont have to "interrelate"
with the acolyte in the future, in case you wonder. But in case you want... Maybe in the future there will
be something related to that.

Risk of Werewolves in Gavea Region

I'm sure you're curious about this news banner, so here is the info about it:

There is now a Werewolf monster that can spawn in the game world.
Those Werewolves have a chance of appearing at night on a number of fields 
of the Gavea Region (including the Sewers), and can even end up showing up
in the City of Gavea itself.

It's recommended to be careful when exploring the world, since those monsters
are programmed to kill, and kill really swift.

Due to being a quite dangerous fight, defeating them will award you Guild Exp
(I will still have to add extra use for Guild Level), and there's also a rare loot that
may come from them too.

In case you're having bad luck finding Werewolves, there is a bounty in Gavea
that will offer you a chance of hunting one, where it will appear in a Travellers
Path while the quest is active.

Try not to end your guild members lives chasing those creatures, huh.

Changelog

Reduced threat inflicted by Umbra's Escrima Combat Technique.
Asphalion should now be able to show dialogue messages over his head.
Fixed a error that would happen if a pet Waschbar tried to use Waschbar Ritual.
Nerfed a bit the healing offered by Soothening Song skill.
=> Also reduced the defense bonus it gives past level 5.
Passive skills whose effects that affects all party members will no longer be under effect when the guild member owning the skill is incapacitated.
Changed Samson's face design.
Shogeki and Crushing entrance skills will no longer be useable when the character owning the skill can't use skills.
Increased Kiki's Attack Speed when healing.
Enabled the dialogue that starts the Gavea Farmlands quest line.
=> Oops, I had forgot to enable it.
Disabled the debug characters in Gavea Crossroads.
Boosted the exp Rewards from completing [Repel Gelking's Attack] and [Mutiny!] quests.
Boosted the guild exp reward from some bosses.
There is now a rare chance of a Werewolf showing up in many fields, and even in Gavea, during the night.
=> In case your luck is poor, there is a Bounty in Gavea that will ask you to hunt one of them, which is also repeatable (after its in-game days cooldown).

Outro

Now you must be asking: "Is this what you were preparing for Halloween?", my answer is "No.".

I will still need to work on what I'm preparing for Halloween, and I might end up being late, since
I were literally getting my backside kicked trying to draft the new character.

Anyways, even if I don't make it in time for Halloween, I'll see if people can have plenty of time
to make use of what I'm planning, even if I remove any deadline at all for doing what is upcoming.

Until next news. And watch the roofs.

Files

GuildManagementGame.zip 83 MB
23 days ago

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