Hi everyone!Based on the feedback, I'm glad to hear that you're enjoying v0.4.0 of Magi Trias Cardinator! I will admit I've neglected developing the RPG aspects and battle elements of the game in favor of story progression, but I want to make every aspect of the game more engaging and meaningful. For battles, I've received feedback that go both directions - some say battles are too easy, and others say battles are too long. I believe I can address both of these with a more engaging battle system with difficulty levels. And so, I've been hard at work implementing a brand new battle system from scratch!
There is still a ton of work to do to polish it out (like to rebalance and redo all the skills, stats, enemies, and battles) but I want to share a preview of what the UI will look like. Introducing the new timeline-based battle system!
Features- Timeline system with panel effects based on position.- Skill-based timeline manipulation.- Damage and timeline position forecasting.- "Break" gauge above enemy HP bar.- Battle animation speed control from 1x to 4x.- Difficulty levels added to the Options Menu: Easy, Normal, Hard. UI Preview
DetailsFor skill-based timeline manipulation - skill 1 moves position forward, skill 2 keeps the position, skill 3 moves the position back, Ultimate skill, Defend and Items keeps the position.
On difficulty levels - I intend to increase the normal difficulty level to match standard JRPG difficulty; Easy difficulty level will be for story enjoyers to AUTO through all non-boss battles at 4x speed. Hard is if you want a real challenge.On "break" gauge - enemies take break damage with every attack. When the break gauge fills up, enemies "break" meaning they are stunned, their timeline position gets pushed back, and they take much more damage. This battle system is based on my favorite turn-based battle system from a certain gacha game, and if you've played that game before, you'll definitely recognize this battle system. Thanks for supporting everyone!