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Version 2.3 Changelog Preview


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#1 Mani Kanina

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Posted 04 October 2015 - 10:20 AM

This update isn't live yet, since I may want to do more changes, etc. But I figured I might as well posted them anyway to see if anyone has any thoughts to it all.


Change log:
-> The lens of insight now has added graphics to better reflect the on or off state.
-> There is now a second shop that sells the lens of insight.
-> Boosted range and projectiles on all three levels of the standard Special.
-> Special ring recovers special at a faster rate. (Almost twice as fast.)
-> There is now rather slow passive special generation. (Requires new save file to activate.)
-> Version number on status screen is now in a less obvious and intrusive colour.
-> There is now a recommendation to seek out the green tunic when you enter level 4. (It's at this point the game expects you to have it.)
-> The arrow trigger in the lava area of the overworld was made more obvious as to what it was.
-> Players are now told how many hearts they need to have in order to acquire the upgrades that require X amount of hearts.
-> Players are now informed that you can't play money losing making game unless they can pay for the losing fee. (Though, as before, you can still attempt.)
-> New enemy: Bat (L0): It's basically a regular bat with reduced movement speed and half health.
-> Level 4's difficulty has been tweaked:
--> Reduced amount of shooters in rooms that had more than one.
--> Replaced around half of the Bats in the dungeon with Bat (L0)
--> Misc small changes and bug fixes in regards to enemy placements.
-> Manhandla 1's base movement speed (all heads alive) was reduced slightly.
-> The room where you can get a free lens of insight now forces you to walk into it and closes until you clear the encounter.
-> A few new overworld secrets has been added.
-> Added a really obscure overworld secret

And here's the big change:
-> Bombs and Enhanced Bombs base damage has been boosted by 1.
-> Power Bombs let you place more than one bomb on the same time.
-> All bow firing velocity has been increased.
-> New bomb and arrow systems.
--> Bombs and arrows are now finite, but re-stock quickly over time. (Prevents excessive spamming but let's you use them freely.)
--> Bomb and arrow upgrades now increases the max cap of bombs and arrows you carry.
-> Bombs and Arrows are now shown on the HUD.
-> New shop added that sells upgrades that increases how fast ammo is re-stocked. <-(Unless you start a new file, you'll already have this!!!)
Preview Video: https://dl.dropboxus...owsAndBombs.mp4

-> Dodongo had it's health increased to better match the new bomb damage.
-> Made two previous unmovable blocks in level 1 pushable.
-> There is now a marker on each of the special bars to signify when they are completely full.

 

- More -

 

-> Potions renamed from colours to: Life potion, Special potion, Miracle potion.

-> Reduction to wall masters in some rooms of level 9.

-> Level 9 now features Firerobes replacing some enemies. Firerobes never respawn.
-> Added an animation to the boss room door in Confusion to actually show the player when you can't enter it.

-> Added another path to the item in Confusion.

-> Added another path to the correct boss door in Confusion.

--> These two are rather well hidden, but you now don't have to solve the two puzzles players have had a really hard time figuring out.

-> You now enter the patra room in level 9 in a different way, making the patra not spawn on top of you anymore.

--> Speaking of which, the darknuts and wallmasters have been replaced with another bubble in that room.
-> Bow and Arrow items have had their item names changed to fit inside the item name field in the inventory.

-> Misc bug fixes.


Edited by Lunaria, 18 October 2015 - 08:37 AM.


#2 Zolias

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Posted 04 October 2015 - 04:54 PM

I just have 1 concern: Weren't the bombs and arrows infinite for the reason of working alongside the concept from Hyrule Warriors?  Wouldn't making them have a stock, even if it regenerates, go against that concept?  Then again, it also kinda makes sense, since bombs and arrows do a ton more damage in ZC than they did in HW...



#3 Mani Kanina

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Posted 04 October 2015 - 05:35 PM

I just have 1 concern: Weren't the bombs and arrows infinite for the reason of working alongside the concept from Hyrule Warriors?  Wouldn't making them have a stock, even if it regenerates, go against that concept?  Then again, it also kinda makes sense, since bombs and arrows do a ton more damage in ZC than they did in HW...

Yeah, that's my worry. The base concept and idea of the quest was to imitate HW. But the truth of the matter is, HW is very different than how ZC works. Yes, arrows and bombs can be used as much as you want in HW, but they are also pretty useless compared to your base attacks in most scenarios.

From what I have seen, arrows and bombs either don't get much use, or is spammed excessively. This update is aimed to address both of those issues at the same time. They are more effective in combat, and while you can still use them very regularly, they can't be spammed. But! If the player wants to spam them anyway, there is a shop (as seen in the video,) that allows players to increase re-stock rate to twice as often.

Furthermore, max stock goes up with regular upgrades anyway:
Bombs: 4
Enhanced Bombs: 8
Power Bombs: 12

Arrows: 10
Magic Arrows: 20
Golden Arrows: 30


So yeah, it is a derivation from the initial idea of the quest, but from a design perspective, I feel that this change makes the quest more enjoyable.

#4 Eddy

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Posted 13 October 2015 - 10:52 AM

That all sounds pretty good to me. I like the changes (especially the L0 Bat, the regular ones are annoying as all hell lol) and I haven't really got any concerns. I am gonna miss the infinite ammo for bombs and arrows since those helped out loads throughout the quest. The really obscure secret in the overworld sounds interesting though :P


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#5 Mani Kanina

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Posted 18 October 2015 - 08:37 AM

Additional changes that have been made: (I also added these to the OP.)
 

-> Potions renamed from colours to: Life potion, Special potion, Miracle potion.

-> Reduction to wall masters in some rooms of level 9.

-> Level 9 now features Firerobes replacing some enemies. Firerobes never respawn.
-> Added an animation to the boss room door in Confusion to actually show the player when you can't enter it.

-> Added another path to the item in Confusion.

-> Added another path to the correct boss door in Confusion.

--> These two are rather well hidden, but you now don't have to solve the two puzzles players have had a really hard time figuring out.

-> You now enter the patra room in level 9 in a different way, making the patra not spawn on top of you anymore.

--> Speaking of which, the darknuts and wallmasters have been replaced with another bubble in that room.
-> Bow and Arrow items have had their item names changed to fit inside the item name field in the inventory.

-> Misc bug fixes.


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