Release: v1.20231229 ALPHA - December "Player Friendly" Update!


Changelog Video: https://youtu.be/kZ7yVrQ0tPk

Website: https://www.sykohpath.com/fantasy_waifu_collector

Discord: https://discord.gg/X2qHRfJ6ak 

Reddit: https://www.reddit.com/r/FantasyWaifuCollector/

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Bugfixes:

:bugtype: Opponent character power levels were incorrect

:bugtype: Remove character id from squad when removed (prevents new characters reusing the id from being assigned to squad)

:bugtype: Update "Return" icon on Story scenes

:bugtype: Skills that relied on health weren't properly using the % value (mainly affected Health % checks)

:bugtype: Tied "Knock Down" egg speed to Quest Rank; the higher the rank, the faster they'll fly across screen

:bugtype: Possible fix for missing 'ear' error on Capture & Chase quests

:bugtype: Login problem modals now appear properly 

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General:

:hack: Update to Python 3.12, Pygame 2.3.2

:hack: Added Configuration Screen: Start game, Login Screen -> Settings button in lower right

:hack: Changed Event:World Boss scoring to use "Total Damage" instead of being capped per difficulty health bar (any "excessive" damage is now added to the score)

:hack: Adjusted Skill:Taunt to last Star-level seconds (1 to 6 seconds)

:hack: (De)Buffs now apply at the start of the attack action (no more attacking while technically "fainted")

:hack: Adjusted Urgent Boss health:

    Tutorial: 1 -> 1

    Rank 0: 300 -> 300

    Rank 1: 3,000 -> 2,500 (future: 500 per rat)

    Rank 2: 7,500 -> ,300 (future: 100 per add)

    Rank 3: 15,000 -> 5,000

    Rank 4: 30,000 -> 12,000 (future: 7000, 2500, 2500)

    Rank 5: 150,000-> 45,000 (future: ? per broken doll)

    Rank 6: 300,000 -> 100,000 (future: 63000, 6000, 6000)

    Rank 7: 3,000,000 -> 1,000,000

:hack: Added guided tutorials (with an intro speech from your favorite Dragon Goddess) for each Quest type

:hack: Dynamic load/save for config and settings files; allows for older versions to be updated and retain values

:hack: Default keyboard controls:

    Up, Down, Left, Right = Arrow keys

    Confirm, Start = Enter/Return

    Cancel = Escape

    Select = Tab

    Exit = Close window

:hack: Item limit of 999,999 to prevent excessive overflow (may adjust in the future).

:hack: Consumable limit of 999 (may adjust in the future).

:hack: Items in Marketplace now have "Quantity" tool when selecting for purchase. Player can manually increase/decrease desired quantity, or press the "Max" button to autoselect the maximum available in-stock or affordability. "Total" shows the price x selected quantity, and will color-code red if exceed's player on-hand currency.

:hack: Quantities of items in shop more well-rounded; range increases at higher Hunting Ranks.

:hack: Items in Marketplace that have multiple stacks of quantities have been consolidated to a single stack.

:hack: Added "Stamina" mechanic to Capture quest:

    

Total stamina is calculated from active character's AGILITY stat, and affected by injury penalty.

Constantly regenerates 1 point per 0.01ms

Jumping reduces stamina bar by Quest Rank x 10

"Fencer" role will auto-jump at a cost of Quest Rank x 50 points

If stamina isn't high enough, the character won't jump and will be subject to running into trees and fainting.

Note: this is tested on Rank 7 lol

:hack: Screen adjustments got me angry at the login screen background and title banner. They were AI generated garbage anyway, so replaced them! Enjoy the new title screen! Background still in progress.

:hack: Added a "Reconnecting" screen whenever connection to the server is lost. Lasts up to 5 seconds before force-logout; screen goes away if successfully reconnected. Hopefully you'll never see this :*(

:hack: Rewards Screen now shows up to 45 items; more than that won't be shown but will still be awarded. Also changed from vertical to horizontal item placement.

:hack: New image-type button graphics (size 20) and logic; less gray buttons!

:hack: New backgrounds for "large modals" such as Bulletins, Profile, Blacksmith, Credits, others I can't remember because I should have typed this up when I did them. Less gray boxes!

:hack: Blacksmith: Added particle effects to buttons; color reflects what happened (upgrade: tier color; Temper: success=green, no change = gray, failure=red) 

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Game-flow adjustments; the following changes are implemented to streamline the player's path to endgame. Goal should be to reach Rank 7 within a few weeks for "hardcore" players (those who play many hours a day and refresh quests often), while casual players should reach Rank 7 over the course of 2 months (play up to 1 hour a day and do not refresh quests). For every Rank, characters should be able to be easily leveled up enough to match the Urgent quest requirements:

🕹️  Drastically reduced currency and food cost for leveling up. Player should be able to level Waifus to match quest level requirements without excessive grinding or waiting. Further adjustments may need to be made in order to increase power fantasy immersion. Note that post-200 levelup is designed to require "excessive" food, since base-game story ends at level 200. New formula is tuned so that to level 200 is about 1400 food and 5600 currency, with level 201 will be about 10000 food and 5000 currency. (Note that "limit breaking" isn't in-game yet.)  Currency and Food costs should follow better lines to match the Rank requirements now.

🕹️ Adjusted Harvest Quest food payouts; since these are the primary source of food, now need 115000 total food to level from 1 to 200 on one character, which would take between 143 to 2860 Harvest quests to complete. Range adjusted so that a total of 14 to 28 Harvest quests would level to 200. Adjusted standard food reward to cap at x50 instead of x5 per quest rank. Currency should still be a limiting factor, while allowing player to level up multiple Waifu. (Note that excess food at endgame will be able to be "donated" to a guild to increase guild-points; not in-game yet.)

🕹️ Set specific ranges for shop item quantities. Consumables become more of a necessity as the game progresses, so increased the quantity of those as well as an alternative to grinding.

🕹️ Increased overall Currency reward from quests from rank+1 x 100 to rank+1 x 400. Player will be receiving a lot of currency as a result, now limited by shop quantities for items and then cost of leveling characters. What happens when the player reaches endgame and then has nothing to spend on? 

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