Full Version Change Log:
Thanks for everyone's feedback during these time, it made me realize that a lot of designs in the game still have some flaws. The following changes are my attempts at refining the overall gameplay experience:
1. Simplifying Defense and Illness System
Removed layers from the Defense system, now Defense will drop to 0 when you clear target's Endurance, plain and simple;
Removed the tier mechanic from the Illness System, now Illness only has two states, active and inactive, when it's active, the target will receive extra elemental damage, resets after two turns.
The previous system is overcomplicated for so obvious reasons, it makes sense to remove them.
The tutorials are updated accordingly, Illness currently are still using the old icons, I'll figure out some ways to make them easier to understand.
2. Early game improvement and QoL
1. You no longer need to "Confirm" to equip Runes, you can directly switch to the next Skill and keep going if that's what you want.
Hopefully this will greatly reduce the times you need to click on the menu
2. The enemy units in the first stage are now closer together, making it easier for you to aoe them
Even though I introduced runes to move units to solve the issue, but the overall experience are still pretty bad, so I changed it.
3. The main characters can now equip all weapons
The default weapon is still sword, but you can wear anything after the update, it makes the formation... more flexible.
4. Tutorials
The mechanics in the game are now more spread out, elemental illness are now introduced in day 4, the forge is moved to day 6, and the follower will be introduced in day 7, you'll no longer get any elemental runes before day 3, and you won't get any followers before day 7. (And the follower slot won't show up till day 7), The Realm's tutorials are not split into 2 and no longer a popup.
Note: These changes won't effect returning players, or players on new runs.
New Runes
1. Wound is now reworked since it's too similar to Poison. It's now changed to:
Deal 3/5/7/9 damage to target when they are attacked, stackable, decay
2. DOT's damage are general not immediate, I hope these runes can somewhat reduce those issues:
Weapon Runes:
Sever: Deal 50/65/80/100% of target's {Wound} as damage to a unit around it, and to the target if none exists.
Elemental Runes:
Expand: Deal 50% of target's Posion as earth damage to 2/2/3/3 unit(s) around it, and to the target if none exists.
Broaden: Deal 25/35/45/60% of target's Frostbite as ice damage to all other units in its row, and to the target if none exists.
Rive: Deal 25/35/45/60% of target's Rend as dark damage to all other units in its column, and to the target if none exists.
Outspread: Deal 50/65/80/100% of target's Burn as fire damage to a unit around it, and to the target if none exists.
Also adding two more runes for the block mechanic:
Weapon:
Divert: Deal 25/35/45/60% of target's Block as damage to a unit around it, and to the target if none exists.
Elemental:
Radiant: Deal 25/35/45/60% of your Block as light damage to a random enemy within range
These are all the changes in this update, since I'm making all these changes in a very short notice, there are bond to be bugs that I didn't expect, I'll fix them asap whenever they show up. And a lot of the changes (and runes) will make the game arguably easier, I'll make balance changes if necessary.