Close to Final Release!


Hello Riftanians!
Today I bring the first major batch of updates in what I hope is close to the final version of Rift Walker, the only updates I shall be providing are literally bug fixes as of now, I have playtested up to 50% of the game which is when you get past the Fire Continent of Peirish, the game up to there should be fully playable as intended, The Elven Lands (second half) I'm going to be playing myself the next few days and fixing everything I come across and releasing it in the last final update, this may take about a week but anything major that is game breaking is coming in THIS update! here is the MASSIVE Changelog of what I've done over the past month:

CHANGELOG:


Gameplay Changes:

Added a buyable ship upgrade in Setzu for 40,000 Gold! (Save in the bank for later as this is needed for the main progression!)

Added Gear Upgrading:
(This was added a few updates ago but I'm just going to reiterate it here)
You can add 3 upgrade items to your armor or weapon, there are items that add +5, +10 and 1 item adds +15
These can be found from killing enemies out in the battlefield or buying some from the Smiths!

Buffed Glyphs and Imbues!
Augmentations are WAY more rare than smithing upgrades so I buffed them!
Lesser Glyphs now give +10 (+250 HP/MANA)
Greater Glyphs now give +20 (+500 HP/MANA)
Lesser Imbues now give +15 (+500 HP/MANA)
Greater Imbues now give +25 (+1000 HP/MANA)

Added a new slot: Cloak
- This strictly gives no Stat bonuses but can give you special effect boosts like:
Evasion Rate 5 10 15%
Hit Rate 5 10 15%
Critical Hit Rate 5 10 15%
and so on!

Hardmode:
Added Saving to Recruitment Guilds
Fixed Inns only accounting for the original 7 characters!


Terminology Changes: (Some terms are unchanged in chat boxes still finding them, but moves and items  and menus should account for new terms)

MP = Mana
Magic Attack = Intellect
Magic Defense = Spirit
Agility = Dexterity
Luck = Resistance

Stores and Buildings:
- General Stores now scale with player level, providing most potions and needed consumables, also has a status store!
- Inn prices scale globally according to your partys average level!
- Added new Rooms in Inns for 500 Gold extra, access to 20 slot stash (elven lands inns get TP Stone maker and Alchemy Pot)
- Added 2 Inn Soundtracks (1 for Inn 1 for room)
- Added Recruitment Guilds
- Added Banks
- Added Cloakery to blacksmith shops, this shop sells Cloaks that scale based on the party level!
- Updated the stock on a lot of the Blacksmiths!
- Added Plague Cure and Hysteria Cure to status store!

* It has 100 slots 1 slot per unique item meaning:
259 Potions
472 Magic Waters
1 Cutlass
5 Rogue's Leather Armors

- Added a few new buildings to existing cities
- Added The Rogue's Guild under the Rat's Den in Setzu

Areas:
Added 2 new Easter Eggs, enjoy finding them yourself!
Expanded Pale Outpost! Added a Bank, Recruitment Guild, and made the Blacksmith, General Store, and Inn into actual buildings!

Combat:
- Added Banditry
* Enemies can now steal your hard earned Gold and Consumable Items! Use those precious skill books when you get them!
* BUT you can learn the arts and take their Gold, Consumables, Weapons, and Armor!
* If you don't want to use skill books when you get them, you can now store them in the Multi Realm Bank!

This means you have used 4/100 slots in the bank!


Added Weather Effect Spells: (Lasts 5 turns upon use for the entire battlefield)
Swift Current: If not Wind: -20% Evasion Rate If Wind: +20% Evasion Rate Wind Attacks +50% Damage Thunder and Ice - 50% Damage

Ground Water: If not water: nothing If Water: +5% HP Regen a turn Water Attacks +50% Damage Thunder and Fire - 50% Damage

Dust Storm: If not Earth: -5% HP a turn Earth Attacks +50% Damage Thunder Water and Ice- 50% Damage

Fiery Atmosphere: If not Fire: -5% HP a turn Fire: Gain Burn Transfer, punish physical attacks with the Burn Debuff Fire Attacks +50% Damage Water and Ice- 50% Damage

Ice Sun: If not Ice: -5% HP a turn Ice: 5% HP a turn Ice Attacks +50% Damage Fire and Earth - 50% Damage

Magnetic Storm: If not Thunder: -25 Attack Speed Thunder: +25 Attack Speed Thunder Attacks +50% Damage Earth Water - 50% Damage

STATES:

Elemental enemies now have elemental states that determine the effects of the weather on them (not visible in game)
Paralysis now has a 50% Chance to cancel out the afflicteds turn.
Confusion now has 50% Chance for the afflicted to not perform the intended action per turn!
Cold now stacks up to 3 times before it turns into Frozen! Stack up on Thawing Stews!
The 10% Boost Buffs now stack up to 20% if you use it again!
Added Many new status effects:
Plague: Adds a new status debuff every turn to the afflicted, runs out in 15 turns or until cured
Hysteria: Makes the afflicted attack their teamates, has 50% Chance to spread Hysteria
Plasmic Liquid: afflicted get 2x Heal effectiveness!
Moonlight Beams: Afflicted get 1.5x Heal Effectiveness!
Defense Sap: Saps 5% Defense from enemy and gives to User per hit
Intellect Shatter: Drains 5% Intellect from enemy per hit
Spirit Shatter: Drains 5% Spirit from enemy per hit
Spotted: Increases damage dealt by all sources to the afflicted by 50%
Exposed Wound: Increases damage dealt by all sources to the afflicted by 5%, adds 5% for each attack dealt by attacker with Wound Exposure buff.


Magic:
Changed BASIC MAGIC attack
FROM: 4 x user intellect - 2 x target spirit (Physical Attack formula but for Magic)
TO: (1/5 CURRENT Mana) + 2 x Intellect - 2 x target spirit
This nerfs the basic magic attack by a nice amount since it is basically a free attack for magic except the 10 mana cost
The new Mana magic spell formulas are slightly better than the base attack formula
Added new Tier 2 single target elemental spells (White Hot Flame equivalents)
BUFFED Tier 2 single target spells to hit 2x
Added new Mana spells that are typeless!

SKILLS and SPELLS:
Now for most skills you must pay Rift Materia and 1000 Gold per skill or spell that you want to learn at the Rift Materia Attuners
under the Recruitment Guild!

RIFT MATERIA:
Used to Buy extra attributes: Evasion Rate, Hit Rate, Crit Rate, etc Used to unlock Skills (edited)
Used to unlock new skills and spells for the classes and subclasses!

New Classes Added to the game:
Spellsword: uses Magical Swords, bases damage off of Current Mana, Intellect, and Attack!
Berserker: Low defenses and health, extremely high attack! Can use Warhammers that lower enemy Defense.
Antagonizer: A harrassment class that has a sleugh of Status Debuff skills!
Archer: A class that can use Bows, and Crossbows!
Rogue: Like the Assassin, but can use moves that effect enemies when they are bleeding, poisoned, or both!



CLASSES and SUBCLASSES:

- Added ability to change classes at will inside the Recruitment Guild
- Can choose a secondary Subclass!
- Subclasses grant the abilities and weapons/armor of that class and also provide 20% of the stats (Attack, Spirit, Dexterity, etc) onto the        character
- You earn 25% Rift Materia and XP for the Subclass

Added new class skills for the original 7 classes, most have level 75 class skills now!
Expanded upon skills that the original classes can learn, mostly mage, hero, assassin, gunslinger, priest

NEW Elemental SUBCLASSES (STRICTLY SUBCLASSES):

- With these learn the first 3 tiers of Magic for the corresponding element, and the single and double hitting physical element skills!
- Learn Elemental Weapon (Fire Weapon for instance) to imbue 1 party members weapon with chosen element for 5 turns
- Learn Status Element Weapons (Burning Sheathe for instance) for 30% chance to imbue EACH party with the status effect of that element! - Learn the new weather effect move corresponding to your element (Dark and Light do not count at the moment I may change this though) - Learn Wound Exposure!

Zephyrkin - Wind
Oceankin - Water
Stonekin - Earth
Scorchkin - Fire
Frostkin - Ice
Statickin - Thunder
Demonkin - Darkness
Brightkin - Light
Vampire - Blood

*** Obtain these classes by killing the dungeon boss corresponding with that element (Sky Watcher 1/25 chance to unlock Zephyrkin Tablet)
Use Elemental Kin Tablets on the Elemental Altar next to the Rift Materia Attuners!
(VAMPIRE IS THE ONLY EXCEPTION THIS IS OBTAINED THROUGH OTHER MEANS)

NEW ITEMS:

Added a bunch of items inside the Recruitment Guild shop:
Guild Crystal: Teleports player to last visited Recruitment Guild
Lascerating knife: a thrown weapon that can cause the enemy to bleed
Enraging Vial: a thrown weapon that can cause the enemy to become Enraged
Zalas Bomb: A throwable weapon that applies a random status ailment to the target!
Weapon Poison: applies 25% chance to poison onto weapon for 5 turns.
Vial of Light Blood: Grants user "Light Blood" Negates Life Steal effects and causes the Life Stealer to hit themself for ammount stolen! 4 turns
Cauterizing Brew: Drink to cure Wound Exposure and Spotted instantly!
Enchanting Brew: Drink to raise Magical Damage dealt by 10% for 5 turns!
Strengthening Brew: Drink to raise Physical Damage dealt by 10% for 5 turns!
Lure Tincture and Tonics: Act like Repels but they lure enemies to you! Doubles Gold from slain enemies while the Lure lasts, CANNOT use in Dungeons (Just like Repels)

LOOT:
Nerfed all of the dungeon chests, no longer will they give 3-5 items per chest in the later dungeons, now its generally 1-2 BUT the item pool has increased:
Lowered possible by 10-20 per each bigger dungeon (Rifthaven Dungeons still has around 50)
Added a bunch of rolls for Potions and magic waters and SE Brews
Added 2 rolls per status cure item
Added 1 roll Teleportation Stones
Added 2 rolls for Lesser Augmentation
Added 2 rolls for Greater Augmentation
Changed loot packages to have the same rolls for most of the non unique rolls!

Added new drop to The Deserted Labs: Plasmic Cloak (Gives plasmic liquid buff while worn!)

Added Cloakery Casket (Rolls a random cloak from the Cloakery Shop, not level scaled!)
Added Recruitment Guild's Casket:
Openable at the Recruitment Guild shop owner:
Better Unique Items can be obtained the higher level your party is (caps at 50)
These caskets drop the higher end gear for the 5 new classes Spellsword, Berserker, Antagonizer, Archer, and Rogue


MISC CHANGES:
Changed animations for healing spells according to Color
Added 2 rolls of Aubreigh's Staff to the Pikarian Wyrm drop table, this makes the main quest a lot quicker to complete if you open dungeon chests AND kill the Pikarian Wyrm!
Fixed Mana Spells not giving Special Energy
Fixed Mage Squire and Antagonizer not having Class Skills after the rework!
Scaled the 2nd rival fight to a max of level 30 (if you are above level 30 they will be 30)
Added Rogue Gunslinger Battler
Changed Lightning Cloak to be an actual Cloak Slot item instead of a body item!
Buffed Rift Materia from 10 per kill to 20, and changed level up Rift Materia from around 100 to around 2-300 but I may nerf the level up Rift Materia back down to 100 as it is too much at 2-300)

FIXED: Oceanic, Zalasian, and Fire Mouth Mine Dungeons gave 4 loot rolls per chest, fixed to be the intended single roll!
(Quite game breaking so if you have the version I uploaded an hour ago enjoy, otherwise fixed! :D )

A bunch of broken doors from the added banks and recruitment guilds, all Peirish and Oceania doors should be fixed
turned off lava glow when in La'va to reduce massive lag!
Updated a bunch of icons added in about 100+ icons for cloaks and other items/states/skills!

Files

rift-walker-win.zip 1 GB
Version 39 Apr 13, 2023

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