EP4
- added embassy collapse pt3 and related systems
- similar to EP3’s release, there are no memory holes or mask interactions to find yet. this is just the main experience
Dialogue
- added a new “ESC to skip” dialogue function… this is ONLY in EP4 presently, but I plan on backporting it to other memory-based dialogue sequences
SYS
- added EP4 SELECT save
- the readout log now only holds up to 80 messages rather than 200 (actually a pretty big performance help)
- scanner targets can now have a priority, making sure they’re always first in a stack of targets that you right click. fights a chrome issue where sometimes the stack is backwards - for now this is only applied to important embassy characters
- the system actor dialogue styling (yellow/black on white) has been modified to be easier to read (courtesy of octo)
Combat
- you can right click to cancel action usage now instead of having to click “Nevermind” directly
- the way turns advance is slightly different now, and advances will be delayed by continuous hits
- i.e. a frenzy chain will not continue into the next actor’s turn, but instead delay the end of the current actor’s turn until it ends
- action usage messages now use a new system that stacks repeated hits/reactions into the same message in a little receipt-like view, rather than spamming your screen with unreadable smaller ones
- a more detailed list of results (i.e. who got what statuses, how much HP was lost, etc) is also shown in the readout log
- damage/status floaters now stack when they’re of the same type (i.e. two -2HP hits will result in one -4HP floater, rather than 2 -2HP floaters)
- all player-visible actions now have a much more detailed hover view that’s easier to understand. the older implementation still works, so it’s backwards compatible
- all statuses now have icons, and having enough statuses on one character will collapse them into a collection of icons instead of a giant pillar of statuses (usually only encountered in E3A2 content)
- statuses with ‘advanced’ opposites (i.e. “Million Teeth” being the opposite of “Repairs”) will only show in their hover tip if you’re in content where it’s possible to get them (controlled by
page.showAdvancedStatuses
) - the “use item” button is different and less obtrusive
- HP and BP have been combined into the same line to reduce actor card height
- some items have had their drop-batches and max limits altered
- (E3A2) mending applicators (bone utility augment) uses the stronger version of restorative barrier now
- base advance rate is now 1.5s, vs the 2s it was before. this is 1s if you’ve been to golem maintenance before
- on loss, EP4 features a new “retry” system - I plan to backport this to EP3/EP2 to reduce frustration, but it’s only in EP4 for now
Embassy
- mask hover text now will hint that there’s very limited use for them in the embassy so you don’t go crazy trying to find interactions
- just a temporary measure until the next embassy pass where we add all this stuff
- you can now toggle gakvu’s coat lights in EP3, as well as EP4
- removed two fights from golem maintenance
- this is a minor patch on the broader issue of “I don’t like how EP2 and EP3 flow with combat,” I have plans to rework them in more meaningful ways but I’d prefer to work on other stuff first
Misc
- temporarily swapped to cloudflare hosting in order to limit launch cache issues. if it’s slow for you, consider using the old neocities host at this domain: neocities.corru.observer but beware, it’s a little unstable around launch times.
- restored floatytiles on firefox finally
- lots of punctuation and ‘ vs “ adjustments
- nonstop definition fixes forever
- added minor post-EP4 interactions in a few spots
- credits have been updated
- added various direct hints to ‘explore the cache’ that appear after completing EP4 if you haven’t seen ozo yet
- new sound effects
Advanced, Or: Cool Stuff Modders Might Appreciate
midCombatEnemyAdd
andmidCombatEnemyRemove
have been combined into newmidCombatActorAdd
andmidCombatActorRemove
functions. these work for both foes and allies, but there’s still a little weirdness with adding to the left in EP4 so watch out- the old functions still exist, but they’re deprecated and just serve as redirects to the new functions - so it’s backwards compatible
- stages can now have alternate plans without needing entirely new stage declarations (see EP4 stage declarations)
- a new
refreshStage
function lets you update the stage the player is currently on without kicking them around, can optionally do this ‘silently’. no idea how this functions on darkstages but it’s great in regular stages - there’s a new
setCam
function for stages that replaces the excessive CSS you used to have to write for any camera angles, it can just be called in dialogue instead. check it out in cystStage.js - statuses can now grant actions (only to allies presently), search for
grantedActions
for details - added “this will overwrite your save, are you sure you want to do this” messages to connecting with one of the debug save-loading URL parameters
- in dialogue, there’s a new
THEN::
functionality. it works identically toEXEC::
, but is executed after waiting viaWAIT::
.- i.e. you could have an
EXEC::
,WAIT::2000
, andTHEN::
, where theTHEN::
executes after 2 seconds
- i.e. you could have an
- maybe don't use EP4 actions or statuses in FRAME. i have no idea how they'll behave and it probably won't be good