As described here, Wee Hero needed a revamp of the database. Mostly it was just messy and would have benefited from a better organisation, but there were some nagging issues beneath it all that are the kind of thing you’d rather start from scratch now than wait till the end and find you just don’t like it anymore.
So to that end, materials for crafting has been reorganised completely, and gear to suit. Materials are split into three tiers now with multiple weapon and armour choices available to craft with each tier of material.
The pickup events for materials have also been redone, so instead of being predetermined mats, now they give a random mat based on chance, and give a random amount based on your luck. The events are separated into their respective categories (armour, weapons, herbs) so you should never find yourself completely incapable of crafting armour with a surplus of weapon mats, for example. Although, the mats do also crossover with each other, so there shuold be a good margin of error no matter what you do.
Also fixed a few bugs and issues here and there, mostly small event related things, but everything seems to be running smoother now. There’s also now an option to toggle the in game clock so it doesn’t sit rudely behind message windows unless you ask it to.
Stealing is now involved! This is a method to cherry-pick specific mats you need or are running short on from monsters. The steal rates are fairly high (so should only cost 1~2 tuns to get your mat) however you can only take one at a time. It’s there to assist mor ethan be your primary method for material collection. However, bosses will have access to rarer or later tier mats.
Speaking of bosses: they now have shiny Boss Cards before the encounter, which give basic details about them, including their attack and defensive elements, hp and what the penalty for letting them defeat you will be.
We’ve gone with a “no game over” style in an effort to just let the game perpetually advance and progress without that burning feeling that you just lost an hour of running around collecting stuff. Of course, this means that bosses just teleport you back five minutes in time to before you challenged them at full health…not very threatening now, is it?
So they have various penalties attached now, such as loss of gold or permanent stat decreases to keep the intensity up. You have the choice to reset to your last save however long before that, or just take a hit on the chin and try again!
Finally, we have the new “Enemies Levelling” script from Yanfly. This seems like the perfect type of script for a game such as this, by helping maintain a steady difficulty curve. On the first country area, there are three different methods to get across to the other side of the island (of varying difficulty and reward) but it was hard to balance it out so it wasn’t just railroading you based on how much you had grinded. With enemies levelling as you do, we have a more dynamic playstyle where you are a lot more free to explore whichever direction you wish first.
As well as that, going back to find respawned materials won’t be quite so “trawling through the noob cave”, since the monsters will be capable of fighting each time you visit!
All I have to do now is twiddle-dee with the monster/boss stats so they feel appropriate, and it’s more or less ready for some basic alpha testing to check the balance of monsters and material pickup. Unfortunately, NPCs and flavour text are still at a bare minimum, and probably will be until I’ve had a few reports about the game’s core issues first.