Version 1.0.1 released!


Good afternoon!

After a little more fine-tuning, and the discovery and squashing of more bugs, I'm pleased to announce this new version of Heroes of Oakenhaven!

Unless a serious bug is discovered (apart from Tornado Attack having a longer-than-I-wanted range- I'm just gonna roll with it), this will likely be the last patch for some time. However, it adds quite a bit to make gameplay more enjoyable and less obtuse!

As usual, you can move over old saves by copying over the save folder.

Edit as of 8:40: Found another minor bug in playtesting. That should be the last one; the installation's already been patched with a fixed version.

Edit as of 7/17: A tentative fix has been implemented for a potential crash involving Goblins.

NEW FEATURES:

-Off-hand Shields have been added to Eloise's armor shop. You can now stack even more defense on your Guardian!

-Eloise now sells a handbook with more information about the game's mechanics. Read it outside of battle!

-Defeating a boss gives your whole party extra HP and MP!

-Each battler's ATK, DEF, MAT, MDF, DEX and MOV are visible in the turn order window, and the selection screen doesn't require scrolling to get to your last two guys.

-Skirmishes are available! These easier maps only contain Gremlins, so players don't need to worry about getting softlocked.

-The preloader is less boring now.

BUGFIXES:

-The ending now plays properly after the final boss is defeated.

-Cleave has its proper range. (Tornado Attack does too- except it can move a bit, but you know what? We'll just roll with that.)

-Command Remember now actually functions with the base menu, so you shouldn't accidentally End Turn twice in a row with your Skirmisher anymore.

-Found a workaround for AI issues, such as Shades having a weird case of pyromania.

-Second Round: Skirmishers should now properly keep the debuff from certain Flaws on their second move.

-Third Round: Endurance and Meditation should work now. In hindsight I should've known it was "mhp" and "mmp" rather than "hp" and "mp".

-Fourth Round: A tentative fix has been implemented for a crash that would rarely occur when a goblin attacks.

REBALANCE:

-Shaved a few more points off the Ooze's defenses.

-Hunters, in line with their role as single-target physical  damage dealers, now have more base ATK to compensate for being able to hit one guy a turn. Since they don't get access to any off-hand options due to their bows requiring both hands to wield, said bows have been improved as well. 

-Clerics can now equip daggers, allowing them to add some physical damage and DEX at the cost of the magic or MP you'd get from a Staff or Tome.

Files

Heroes of Oakenhaven - 1.0.1.zip 186 MB
Jul 16, 2023

Get Heroes of Oakenhaven

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

(6 edits) (+1)

Downloaded so I don't forget about it tomorrow, although, setting this as my homepage would do that too, lol.

Anyways, nice Loading Screen! So many people! Wish it could load while in the background, but it doesn't take too long, it's just that I keep commenting!

Nice Crystal Ball description! Merging the idea of magical crystals and crystal balls! Surprised that no one else has done that!

And using all the space in the turn order list! Sweet~!

Lucky or something that I decided not to Train and my first story battle of this patch has no Oozes, or that's a rebalance. Eh.

EDIT: Do we ever get items from battles! I think I saw it happen once, but maybe I was mistaken.

EDIT 2: And Oozes aren't as dangerous with these stronger Hunters. Well, time to fight the Troll!

Oooh, no! That Troll's a tank! Taking 12 damage from both Sniper and Long Shots! Giving up and going to bed then.

(5 edits) (+1)

Oozes will still show up in the later battles of the first area. That said, your Hunters should be able to land some good hits on them now.

At this time, no items will drop from battles. Maybe in the future, I'll add some drops to the bosses.

EDIT: Oh boy, the Troll. He's actually packing 4 less Defense than the Oozes, but he's got way more HP. It's probably good that I didn't give him a regeneration effect, now that I think about it!

Long Shot might be the more economical option MP-wise, unless you really need the range of Sniper Shot to pick off an enemy. Combining Take Aim + Snap Shot might also be worth trying. His underlings can't beat his DEX, so they should be in his way on the first turn; that'll buy you time to pick off the other enemies. If you can stay out of his range (5 move + 4 range on his Fire spell), then you might get some time to clear out most of the grunts.

(+1)

Wish I knew that Take Aim needs MP before I bought it. Gotta reload a save to buy some Meditation instead of Weight Training...

Uh... Was in the Enemy Moving phase on their second turn and got this:


(+1)

Was it a Goblin, and did you re-download the game earlier today? I had the same issue come up and pushed a new patch with a tentative fix.

I've actually just released a new patch after that one that rebalances the second area's enemies a bit, because they were really rough. I'll post release notes in a bit.

(+1)

Thanks! Getting the latest patch now!