Gentiana is a quiet woman who has lived mostly in solitude for the last fifteen years, loving her arcane studies most of all. But one day, while experimenting as usual, much of her magical power was suddenly ripped from her! Unable to continue with her work, sheâs tracked down the mysterious force which stole away her strength. Traversing a mystical forest, she finds a great ravine, and a dungeon that stretches unfathomably deep into the earth. Can she reach the very bottom, reclaiming her power and thwarting the being responsible? Or will she eventually succumb to the dungeon, equipped and tailored specifically to capture Witches like her?
Try, Try Again!Explore a dungeon where progression is based upon your skill, tools, and game knowledge. Say goodbye to grinding for levels - getting ahead is all about playing smart and patient.
v1.04c
Pv1.04 is just one change, but it is a significant one: the escape sequence was not properly triggering due to a small but significant error in the restructuring process. It
should
work now and all should be fine! Being able to escape the submissive simulator version of the event should
also
be handled.
v1.03
Backend Changes:
-Centralized certain local events as common events for efficiency and ease of patching
Bugs Squashed:
-Winning a battle with 0 Stamina or Willpower now causes you to recover one point, allowing you to continue a run following a narrowly clutched encounter
-Added a condition to the end-of-turn Willpower check that makes sure you’re already subject to a restraint attack. If Gentiana is free, she will regain 1 Willpower
-Fixed access to the key and scroll events in the escape sequence
Balance Changes:
-Tuned down Payback to a more reasonable 150% Attack and Magic Attack boost
-Tuned defensive elemental contracts down to a 125% boost, tuned offensive elemental contracts down to a 133% boost (Fire and Shadow Bond are unchanged)
-Added a damage floor of 1 for enemy attacks. Elemental resistances and immunities, such as those provided by counterspells, ignore this damage floor
Content Additions:
-Circle of Sleep event no longer ends in abrupt and confusing way
-Minecart event on MonsterCaveV now includes a harness, for safety and certainly no other reasons whatsoever, I promise
-Scattered environmental Stamina and Willpower ticks (check the rightmost bridge on MonsterCaveIV for the most obvious example) to press the player’s resources in hopefully fun ways
-Turned some cut content into a new scene on MonsterCaveVIII
Miscellaneous:
-Added some pointy rocks here and there
v1.02
Graphical Errors Resolved:
-Gags now remain present during the orc event in the escape sequence.
Bugs Squashed:
-‘Through’ state deactivates after failing the tightrope sequence.
-Goblin hole trap now properly ends when you reach 0 Willpower.
-Closing the temporary holding cell now properly transitions to a defeat scene.
-Falling down the pit on MonsterCaveVIII now ends the sequence where it used to continue giving prompts after defeat.
-Fixed an issue with random cursed items which would sometimes result in chests appearing ‘empty’.
-Removed Sealing Chokers for now because they’re kind of a savegame killer at the moment.
-Fixed a few enemies missing chase behavior
Balance Changes:
-Rest during the escape sequence sometimes increases your Energy by 2, sometimes increases it by 1, and rarely doesn’t increase it at all
-Elemental contracts buffed from 25% to 50%. Payback buffed from 50% to 75%.
-Special cell events in the escape sequence (hidden key, mysterious scroll) have better odds (25% each, 50% overall vs. former 10% chance each, 20% overall).
-Z and X presses have been removed from resist/escape events, and an extra second has been added to the timer on all events, standardizing most event timers to 4 or 5 seconds (or about two directional button presses per second).
-Adjusted enemy movement behavior
v1.01
initial zone release