Hi everyone and welcome to the occasional patch notes thing! Today I will be doing character updates. Also, 5 of the classic characters have been given new moves! Character changes: Luce: Input method for Pillar of Light changed to D+J+A High Kick and Speed Kick can now hit multiple enemies. High Kick horizontal displacement of enemies reduced. Speed Kick will now damage enemies it passes. Weapon throwing strength increased. Speed penalty when carrying a heavy item reduced. Fixed weapon not appearing beside her during High Kick and Speed Kick. High Kick and Speed Kick can now be used during a roll. Added new skill: Geistleibschläge (20% MP / Resonance: 15% MP) Input method: D + v + A Rapidly assault an enemy at close range with physical and magical attacks simultaneously. Markus: Crash punch and Rising Uppercut may now be used while lying. Moey: Cursed Clone Bomb replaced with new skill: Fabulous Clone Detonation (30% MP) Input method: D + v + A Creates a magnificent clone which self-detonates after 2 seconds, inundating the area with its fabulousness. Enemies in the area will nosebleed uncontrollably, taking minor damage. Doppelgänger Attack damage increased (45 -> 50), will now grant 0.5 seconds of invulnerability after use. It's a trap! will now knock down, +16 Bdefend. Illusion Blast can no longer be reflected. Janice: Overwhelming Disaster MP cost increased (20% -> 25%) Fixed typo where Ice Blast was incorrectly stated as 15% MP. (Should be 20% MP) Added new skills: Triune Ice Blasts (40% MP) Input method: D + J + A Fires a spread of three balls of ice which freeze enemies. Arctic Area (25% MP) Input method: D + v + A Significantly reduce the temperature in the area around you, freezing nearby enemies. Richie: When equipped with Freeze's sword, can use Ice Blast with D+>+A, or detonate (D+v+J) it to use Whirlwind. Added new moves to some classic characters! John: Multiple Energy Blasts (15% MP) Input method: D + J + A Fires a spread of three energy blasts with reduced range. Retreating Energy Blast (10% MP) Input method: D + v + A Retreat while firing a short range blast of energy ahead. Deep: Charged Blast (20% MP) Input method: D + J + A Charges up an energy blast, sending it flying further and faster. May be released prematurely for reduced effect by pressing 'A'. Henry: Imperishable Shooting (10% MP + ... ) Input method: D + v + A Rapidly fire arrows ahead. The shooting doesn't stop, until you press 'D' or run out of MP. There's a reason I named it this, though (come on, tell us!) Bow Smash (0% MP) Input method: D + v + J Smash an enemy at close range with your bow. Rudolf: Veil of Swords (2% MP + ...) Input method: D + ^ + A Move around and slash surrounding enemies with such high speeds that they can't see you. (John Cena?) Press 'D' to cancel. Swords Dance (0% MP) Input method: D + v + A Slash enemies around you with your swords. Davis: Multiple Energy Blasts (40% MP) Input method: D + J + A Fires a spread of five energy blasts. Speed Punch (0% MP) Input method: D + > + J Dash forward and punch an enemy ahead of you. Other changes:
Added a 'Spectate' option in character selection. When selected, you die upon spawning, allowing you to spectate the match.
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Greetings, humans! Today I have a new patch. Let's be honest, this one was kinda rushed, because I started researching on stuff like flammable liquids and molotov cocktails for the purpose of this patch, but then I realised that my web searches might be rather incriminating, so I decided to release this ASAP. That way, just in case the police start knocking on my door and questioning me, I at least have some proof that I did it for this game! Anyways, this patch will also introduce some new items and a new battlemage character who excels in swift attacks and combos. Her unique trait will also reward players who can react quickly and combo skillfully! New character: Luce! A battlemage who wields the power of light, and excels in fast attacks and combos. (Somewhat) comes with AI too! Traits: + Speed of Light: Running speed +10% Luce moves at the speed of light, or so she claims. + Resonance: Skills can be cancelled into other skills. Doing so reduces the MP cost of your next skill. Luce can adroitly use skills in quick succession, channeling the residual energy from one skill to another. Skills: Laser (30% MP / Resonance: 20% MP) Input Method: D + > + A Fires a laser straight ahead. IMA FIRIN MAH LAZOR! Speed Kick (15% MP / Resonance: 10% MP) Input Method: D + > + J Dash forward and kick an enemy. High Kick (15% MP / Resonance: 10% MP) Input Method: D + ^ + A Kick an enemy high into the air. Pillar of Light (70% MP / Resonance: 55% MP) Input Method: D + ^ + J Creates a huge pillar of light around you that sends nearby enemies flying. Self-Heal (70% MP / Resonance: 55% MP) Input Method: D + v +J Use basic healing magic to heal yourself. New items: Spirit Items! When on the ground, these items move by themselves, almost as though they refuse to be picked up... When thrown, they travel slightly further and faster, and will deflect most incoming projectiles. Types of Spirit Items: * Knife * Shuriken * Boomerang New item: Molotov Cocktail! When thrown, it ignites enemies. This isn't actually magic, but rather, science. Stage changes: Shifted milk / cyan orbs that drop at end of stage to be nearer to the end. Increased midboss HP slightly. Added minions to midboss. Buffed HP of minions in final boss. Reduced HP/lives of hostages. Item changes: Bat of Bats and Magic Boomerang will no longer hit enemies that are too close when throwing. (Will go past them and activate) Character changes:
Richie: Spirit sword will now deflect most incoming projectiles when thrown. Detonate cast time reduced. Slightly reduced pull distance of Spirit Sword. Added new skills to beer and Molotov Cocktail: Item Innate Blast "Flame" -Short Range- (D+>+A): Ignites some of the flammable liquid to burn enemies at short range. Item Auxiliary Ability "Flame" -Long Range- (D+>+J): Ignites some of the flammable liquid to burn enemies at long range. Detonate! "Explosion" (D+v+J): Ignites the entire contents of the bottle and cause a fiery explosion. Added new skill to boomerang (normal): Detonate! "Power Spin" (D+v+J): Throws the boomerang, spinning it with such great speed that it resembles a disk. Added new skills to Cursed Scythe: Item Innate Blast "Skull Blasts" (D+>+A): Summons a skull which pursues enemies. Item Auxiliary Ability "Double Skull Blasts" (D+>+J): Summons two skulls which pursue enemies. Detonate! "Cursed Explosions" (D+v+J): Creates an explosion to your front and back. Be careful, these explosions can hurt allies! Just a random massive wall of text about how I reworked stage and Richie. Patch notes: Stage changes: 1-1: Reduced number of enemies in multiplayer. Jack will join you after you defeat him. 1-2: Reduced number of enemies. Moved healing geyser from phase 2 to phase 1. Added bandit and hunter hostage at the start. 1-3: Reduced number of enemies in multiplayer. 1-4: Moved fire on ground from phase 2 to phase 1. Added Jan and sorcerer hostage at the start. 1-5: Added minions to boss fights. Enabled the final boss to occasionally use his multi-shot skill. Added a melee "super punch" move to the boss. After clearing each phase of the final boss, fire appears on the ground permanently. Increased HP of final boss. Character Changes: Janice: Recoloured clothes to a lighter shade of blue. Bart: MP cost of "Dirge for the Deceased" reduced (30% -> 25%) Richie: Reduced cast time of detonate (again). Recoloured smoke from items. Switched input methods for Detonate and Item Creation. Detonate is now D+v+J, Item Creation is now D+J+A Reworked Item Creation: After pressing D+J+A, press another of the keys to select your weapon, or press D+J+A again to cancel: D+^+J: Hellfire Scythe D+v+J: Gaia's Club D+^+A: Wind God's Knife D+v+A: Holy Water D+>+A: Spirit Sword Item Auxilliary Ability (D+>+J) can now activate magic orbs without consuming them. Detonate! (D+v+J) will now double the effects of magic orbs. Added additional moves for some magical items: Bat of Bats: Item Innate Blast "Bat's Laser" (D+>+A): Fires a laser, just like Bat. Item Auxiliary Ability "Bat Swarm" (D+>+J): Summons a swarm bats. Detonate! "Greater Bat Swarm" (D+v+J): Summons a larger swarm of bats. Magic Boomerang: Item Innate Blast "Energy Blast" (D+>+A): A blast of energy is fired straight ahead. Item Auxiliary Ability "Double Energy Blast" (D+>+J): Not one, but two blasts of energy! Detonate! "Twin Energy Disks" (D+v+J): A pair of energy disks are thrown at the enemies. Artifact Changes: Gaia's Club: BDefend for normal, jumping, and running attacks increased. (16 -> 32) Fall on normal attacks increased. (60 -> 70) Smashes enemy to the ground. Damage increased. (40 -> 45 for normal/jump, 50 -> 55 for run/dash) Wind God's Knife: When equipped, running or attacking shoots out two weak wind blades. Travels faster and further when thrown. If the knife itself connects, it will push enemies further back. Holy Water: Fall on normal attacks increased. (40 -> 50) A single normal attack will send the target into DoP if it connects. Normal attacks can now only hit a single target. Spirit Sword: Fall on normal attacks reduced. (40 -> 25) All attacks will now pull enemies towards yourself. AI Changes:
Asche: Increased the minimum range at which he will use "Burning Ash Blast". Janice: Decreased the maximum range at which she will use "Overwhelming Disaster". Richie: Changed because input methods changed, added ability to use strafe. Just a couple of fixes and stuff, nothing much interesting. Patch notes: Stage 1 changes: 1-1: Legion of bandits changed. There will now be 4 bandits + 1 bandit per player, and each bandit has 3 lives. 1-3: Fixed bug with higher difficulty midbosses not using the correct number of projectiles. Reduced the damage of midboss projectiles, and made them only able to hit a single target. 1-4: Reworked the meteor shower. About half of the meteors have been replaced with ordinary rocks, to reduce lag. Reduced the amount of flames that appear on the ground, and adjusted them to prevent them from spawning on the items that appear. Bosses: Added an automatic counterattack to certain stage bosses when they get up after being knocked down. Character changes: Bart: Buffed "Dirge for the Deceased" (D + > + A): Increased spawn height of projectiles. Increased number of projectiles. (2 -> 4) Trivia: In Chinese, 4 sounds like 'die', and is considered an unlucky number. Richie: Added new skill: Strafe (15% MP) Hits an opponent thrice at close range. May be used even when unarmed. The final hit is stronger if a weapon is equipped. Changed Gaia's Club's "Earth Blast" (D + > + A) Colour changed to green. Reduced speed, cannot be rebounded, knocks the enemy to the ground hard. BDefend increased to 40 (Cannot be defended against). Changed Wind God's Knife: "Wind Blade" (D + > + A) Colour changed to yellow. Speed, range, and knockback increased, but damage reduced (55 -> 30). If it connects, an additional blade is fired backwards. Additional blade has reduced power and knockback, and counts as your projectile. (Will not hurt self or allies) Fixed bug where dash attack showed a gray area.
Made all balls appear at a higher height. Reduced delay after (D + > + A). Reduced Weapon Withdrawal Syndrome's penalty. (2TU -> 1TU) Reduced cast time of detonate (D + J + A). Hi, Today, I have finally finished revamping stage 1! 4 more to go... Patch Notes: Stage 1 Revamp! Stage 1 has been revamped. Look out for healing geysers! Seize control of these key points and get an advantage over your enemies! Beware of Meteors falling from the sky... Stage bosses will now change attack patterns as you deplete their HP. Quantity and/or speed of projectiles increase as difficulty increases. Defeat the boss multiple times until they run out of moves to win. (Similar to Touhou Project's Spellcard system) Character changes: Changed all Traits to specify values instead of percentages, because I fail at LF2 math. *Note: TU = Time Unit; 1/30 of a second. Asche: Inner Fire: -9TU to frozen time (No change) Defenceless: -4TU to defend time (No change) Added +2 TU to recovery when defence is broken. Moeyy: Frail Body: +1TU to injury (Previous: +2) Removed DoP penalty Markus: Vitality: -2TU to injury (No change) -8TU to DoP (No change) Bart: Reduced the delay after successfully playing a song. Richie: Weapon Expertise: -1TU when armed (No change) Now also applies to jump, run, and dash attacks. Weapon Withdrawal Syndrome: Fixed bug where normal attacks would hit twice. +2TU to normal attacks (No change) Now also applies to jump, run, and dash attacks. Spirit Sword's Detonate changed: "Spirit Bind": Stuns an enemy and pulls them towards yourself. Detonate sound effects fixed, shattering sound now occurs when the weapon breaks. Others:
The amount of smoke from Meteor has been reduced. Fixed bug where orbs (still) sound like baseballs when knocked around while on the ground. Hi people! I've been working on making some updates to the game, but unfortunately, it is taking longer than expected. In the meanwhile, here's a patch to update what I've done so far, I guess the rest will come in future patches. Patch Notes: Introduction of Traits, and character updates! Traits have been added to several characters. These traits may offer benefits or demerits to the character. Asche: New traits: + Inner Fire: Frozen duration -10%. Fire burns within Asche; he is literally hot. Also it thaws him out more quickly. + Human Immune to Death by Fire: May backflip even when burned. Experts of fire magic do not fear burns; there is no need to apply cold water to burned area. - Defenceless: Defence duration -25%. Practitioners of fire magic tend to neglect defence in favour of offence. Moeyy: New traits: + Artful Dodger: Running speed +20%. Avoid 33% of attacks while running. Master strategists are adept at reading enemies and avoiding their attacks. - Frail Body: Injury duration +40%, DoP duration +33%. Strategists tend to neglect physical training in favour of mental training. Changes: Running animation updated. Moeyy will periodically become transparent while running, to fit with Artful Dodger. Markus: New traits: + Strength: Reduces the speed penalty when carrying a heavy item. + Vitality: Injury duration -40%, DoP duration -33%. Physical training allows one to be less affected by pain. Bart: Fixed a potential exploit allowing Bart to gain MP more than once during Melody of Mana. Bart will now be able to move immediately after Melody of Mana. Richie: New traits: + Weapon Expertise: Normal attack delay -50% when equipped with any weapon. Richie is familiar with all sorts of items, and can wield them with greater proficiency. - Weapon Withdrawal Syndrome: Normal attack delay +50% when unarmed. Richie has become too dependent on items, and is not used to fighting without them. Changes: Richie's "Spirit Bomb" (Detonate Spirit Sword) will now appear at a higher height and travel faster. Fixed a bug where Spirit Bomb would crash the game. Fixed a bug with artifacts not disappearing when on the ground. Artifacts now have additional effects when thrown: Hellfire Scythe: Burns unfortunate victims who get hit by it. Gaia's Club: Slams the target to the ground with great force. Wind God's Knife: Pushes the target further away. Holy Water: Freezes the target. Spirit Sword: Pulls the target towards yourself. AI Updated: A beta AI has been added for some characters! This is a work in progress, and will be gradually updated. Asche AI (WIP): Can use Burning Ash Blast, Spontaneous Combustion, Swirling Ash -Self-, and Self-Immolation. As difficulty increases, becomes better at using Spontaneous Combustion at the right times. As difficulty increases, chance to backflip during burn (new feature) increases. TODO: Teach the noob AI when to use Swirling Ash -Team-, and Flame of Life. Janice AI: Can use all her skills. At normal or higher, will become better at mana management. Bart AI (WIP): Can use all his skills. At normal or higher, will become better at mana management. TODO: Teach the dumb computer how to use normal attacks from a distance. Richie AI: Can use all his skills. As difficulty increases, becomes better at using Spirit Shield to deflect incoming projectiles. Others:
Included Multiserver by ayalx. (http://www.lf-empire.de/forum/showthread.php?tid=10277) Added the method to allow loading multiple dlls by Someone else. (http://www.lf-empire.de/forum/showthread.php?tid=9238) Greetings, fellow humans!
Are you bored of playing with other fellow humans? Fret not, for I am working on custom AI! This will be a huge step towards revamped stages! Please wait warmly until it is ready. Credits go to Lord Silva of the Little Fighter Empire forums for inventing the method to create custom AI. Read more at [2.2]Programmable AI via scripting Stalk my progress and burn your eyes on my ugly code here: github.com/AscheLeee/AschesLF2 |
About the game:
Version 1, Revision 18
(Download) (20/05/2017) Features: - 14 new magical items - 7 new characters - New skills on existing characters Work in progress: - Revamp stages (4/5) Links: Overview Items Glossary About the Author
I'm an Ash. Archives
February 2017
CategoriesOlder versions:
Version 1, Revision 17 (Download) (01/02/2017) Version 1, Revision 16 (Download) (27/11/2016) Version 1, Revision 15 (Download) (08/10/2016) Version 1, Revision 14 (Download) (23/09/2016) Blogroll:
Airi's Album (airi-nyan.weebly.com) Self taught artist. Feel free to contact her for commissions! MoeyyAS's GitHub (github.com/moeyyas) Computer programming expert. |