Guild Master Arrival

After a long time in the hold, the Guild Masters finally arrives, or at least some of them.
But that's not the only thing this update brings. Anyways, let me introduce you to the Guild Masters.
About the Guild Masters
The Guild Master is literally your character in the game, which I tried to add some customization regarding outfit colors, and even hairstyles.
They can be added ot your guild as another character you can take on your quests, functioning nearly identical as another Guild Member.
The only difference, beside customization, is that you can change your character base stats, so you can make your character stronger in certain aspects, while weaker in others, like having more Power than Intellect points.
Currently, there's only Human Fighter guild members to pick, each with their gender variants and different animations, and more will come in the future. Their classes will bring a number of Combat Techniques with them, so they should be handy in a variety of gameplay styles.
My intention with them was to make them as varied with Techniques they could use as possible, but that would simply add way too much to my scope, so I changed how I'll do the techs of the Guild Members.
You can also choose not to create a Guild Master, that will not impact on anything on your game, and you can still go to Gavea Guild Academy, and speak with Alicia about having your Guild Master join your adventures, so in case you change your mind, there is still a way of creating the Guild Master.
Or, if you made a Guild Master, but want to change their appearance, race, class, initial build, you can speak with Alicia about appointing a new Guild Master. Do notice that doing that will reset the Guild Master level back to 1, aswell as all its Techniques progress. That has been done in case you want to try out other Guild Master, and also because leveling up a new guild from 0 to try a new Guild Master sucks (beside wont stop one from trying to do that heh).
Secret Place in Gavea Sewers
There is a secret place inside Gavea Sewers, which has insane spawn rate of monsters.
Who could be holding the secrets leading there?
Changes to Player Controller
Some changes were done to the Player Controller, so actions like Defensive Mode and Plunder Mode should behave better now, including with preventing healer characters from chasing monsters.
Changelog
Dare skill now has cooldown.
Removed the stupid compression from Wolfgang's outfit.
Forceful Punch no longer pushes giant foes.
Most skills from Touro's Berseker skill has high chance of interrupting target skills.
Did some changes to group controller (what handles the field movement of guild members).
=> Changed the distance the members will stay from the center of where their destination is at.
=> The toggle to wether the guild member will sit or not when toggling sit action, will be based on wether the guild master is sitting or not.
=> => That means that if the guild master is standing, all members of the group will sit down. If guild master is sitting down, all members will stand up.
Fixed bugs related to Count Sangre's Make Disappear and Reappearance Act skills. Now they will work correctly when he's a guild member.
Count Sangre can't use Transfusion on himself.
Some npcs will now disappear during Bloodmoon.
The Acolytes in the Gavea Training Field will no longer use Increase Agility and Bless skills.
Readjusted the sprite of the Mane Demon Mask.
Guild Master can now be created.
=> The Guild Master is a character that is most customizable as possible, to be the leader of the guild.
=> You can select the race, gender and class of the guild master, alongside customization and base attributes.
=> Right now, is only limited to one race and class. More will come as game updates.
=> It's not obligatory to make a Guild Master. You can either neglect, or make it some time after creation by going to Gavea Guild Academy, and speaking with Alicia.
=> You can also appoint a new Guild Master, while having the Guild Master in your team. Will allow you to recreate your Guild Master, and change anything about it, including class. But that will reset Base and Tech levels.
Removed the weird shining effect of the sewer walls.
Fixed an issue where when a monster that is being affected by a skill respawns while the skill is under effect, the skill is interrupted.
Fixed bug that could cause npcs to not respawn.
Characters that heals as action will no longer chase monsters when set Defend or Plunder mode.
Added a secret area to Gavea Sewers.
Fixed some issues with audios playing disregarding volume settings.
=> Some sounds will now be more reasonable volume wise.
Moved an unreachable chest in Gavea Training Field.
The quest "Werewolf in Travellers Path" will now spawn the werewolf in "Travellers Path", not "Gavea Farmlands".
Healing no longer affects quitting delay.
You can now continue Tyrone and Kiki's recruitment, by speaking to Garras in the Cliff of Lament.
Outro
Yeah, there are also other Guild Masters I want to add. A Cait Sith one has been drafted with its Techniques, beside need sprites.
There's also a Human Magician Technique that I only have the draft of the first sprite.
There's a Technique that I want to add to a recent character, but I will need to work on his skills, aswell as a new character that will
come in the future, but first, I might need to make the demoness give your guild some tasks.
There are some characters that should have been released already, so I should get to work on getting them ready to be recruited.
There's also a path to a new town opening. I will still need to design the town, and also the monsters for the fields.
Anyways, that's all I got to say. I hope you enjoy this update, and sorry for taking too long to launch it.
Have fun :)
Files
Get Guild Management Game Project
Guild Management Game Project
Create your own guild, recruit members, and explore the world with them.
Status | In development |
Author | Nakano30 |
Genre | Role Playing |
Tags | 2D, 3D, Open World, Singleplayer, Unity |
Languages | English |
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