Version 1.0.2 Released!


Good morning!

I've just made enough changes to Heroes of Oakenhaven that I can justify calling it a new version! Heroes of Oakenhaven 1.0.2 is available for download now.

Your saves should carry over just fine- although I would sell off outdated gear before moving your save over, as the prices of almost everything have been reduced.

BUGFIXES:

  • Second Round: Okay, NOW HP should properly restore before battle! Lousy thing was in the wrong order.

NEW CONTENT:

  • Every class now has their own personal selection of learnable Traits! They're available at the bottom of the Train Skills window.


BALANCE CHANGES:

  • Most weapons and armor have a reduced price now.
  • Many accessories have been given extra functions:
    • The Powershield Ring and Guardshield Ring are now the Amulet of Power and Amulet of Defense, and grant a +5 bonus to the stats they protect from debuffs.
    • The Ring of Speed also grants +5 DEX.
  • The Dexterity of some late-game enemies has been reduced.
  • Absolute Zero's power boost has been increased.
  • Critical Blow was WAY too strong, and Skirmisher's new stuff would've made it absurd, so its MP cost and EXP to Learn have been increased and it only uses 1.5x Attack now. On the other hand, Bash's power has been increased.
  • While not strictly a "balance change", most enemies load in much more quickly now.

Files

Heroes of Oakenhaven - 1.0.2.zip 186 MB
Jul 30, 2023

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Comments

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(1 edit) (+1)

Was looking to see if there was any Atypical Attack Scaling: https://tvtropes.org/pmwiki/discussion.php?id=nu7przsqc01ywfezwi3l8taq

Gonna see if they'll allow Guardians' Wind Slashes.


Well, this is what happens when I don't try out every Class. I miss things, like how Mage's Bolt calls itself a Fire spell but probably should be a Thunder spell.

Just letting you know to let you know.

(+1)

It's been a minute since I've looked at this. It was very rushed to meet the Jam deadline, and I feel like I could've done a lot better.

Maybe I'll revisit the game in the future, and really make it into something more substantial. (If I do, the issue with Bolt will be fixe.)

(4 edits) (+1)

Trying out more All Cleric instead of grinding Ironwood Grove to see if there's any point in going beyond LV 12.

I'm seeing the HP Was Restored status for party members that just got deployed? That might make overcoming some flaws easier than they would be otherwise? Since I assume it's the HP counterpart to the MP was Restored from getting splashed with Vis?

----
Was trying to refight the final boss to see the credits for the character sprites...

Possibly Bigger or about the same level of slight issue is a Movement Prediction Bug in the Final Battle:

7 Move and started at rightmost top left spawn. Can't go further right. ... Nevermind, the blocking object is bigger than I thought.



(+1)

That "HP Was Restored" thing does seem odd, I'll give it a look later. Thanks for letting me know!

The throne in that screenshot is probably a tileset issue. While it's minor overall, I could give it a look soon.

 (On the subject of Ironwood Grove, skills in it cap out at level 10- you only really get more stats from leveling up.)

(1 edit) (+1)

Good luck! Finally saw the credits again. So, the player party and Eloise were made with the Game Character Hub for MZ? I thought they were from some unique pack since they seem taller than the base characters.

Nevermind, just went to the second credits box. Mack/Looseleaf. Okay. https://forums.rpgmakerweb.com/index.php?threads/looseleaf-character-parts-pack....


And I guess any class can overcome Despondent, even if it takes a while, due to some class features being in Potion form for anyone to buy.

(2 edits) (+1)

Trying out All Cleric. And I can beat a Skirmish at least, without buying anything. Tattered Hymnals are a nice touch! Interesting that I have to manually equip that starter gear.

Can't focus a Healing Cross on this blockade thing? I'm trying to heal the rightmost 6 and the 14.

Same with some of the trees and stumps in the Swamp Skirmish. Then again, I can't target walls either, so I guess it makes sense?


(+1)

Unfortunately that's currently a limitation of the plugin. Space below the rightmost 6 should probably hit the 14 as well, but you'll probably need a second heal this turn.

(+1)

Thanks! Yeah, I was reading the colors wrong. I thought I could hit the building walls with Heal, but I was wrong.

(3 edits) (+1)

And complete! I thought Eloise was suspicious, watching on during one of the Skirmish Maps, but no. She's had an interesting life, what with being a smith and an amateur bowcarver.

Beat Malak in 2 turns. Ran my Guardians ahead and got them taken out Before they had a Turn 2. Good thing everyone else survived due to a lack of other ranged attacks.


Started a new game to confirm the Smith stuff since I wasn't 100% sure.

Yeah, wow, Cleric is hard. They have only one attack at start. The basic 1 Range Attack. Good thing Skirmishing is possible even at the very beginning. They even have some nice bright religious lore with them!

That appearances aren't locked out once I choose them means that I can make a squad of sextuplets... Which is an issue for differentiating them on the battlefield?

(+1)

I imagined it as her cheering you on from out of range of the Gremlins attacking the fort, since it's the same map as the fort's exit.

With Cleric-only, you'll want to take full advantage of the fact that they can equip daggers right out the gate- a Bronze Dagger is going to be your best damage option early on. Of course, once you have access to Ray, Sunburst, or Light's Justice and a Sword, you'll be able to throw around some more damage.

On that subject, I might change the animation of Ray and Sunburst later; whenever I see its current animation, I've been working so long on Ruphand that I expect a four-hit combo. I can think of another that probably fits a lot better, now I think about it...

(+1)

Yeah, I was just theory crafting, since I don't feel up to replaying immediately or anything, but I'm fine with more updates. I would've checked if I could've beat a Phase 1 battle with them, and prioritized Light's Justice indeed.

(2 edits) (+1)

Woo! Those new traits are looking so good! Thanks!

I guess they're different from the other Class-only stuff because the others were attacks / moves, instead of Passives?

EDIT: But now I'm spawning into battle without getting the HP filled to match my new cap? At least for one Guardian.

(1 edit) (+1)

I thought that my previous fix would've stopped that for good! Well, guess not. 

That said, I think I might have an idea for a better fix. I'm gonna run a few tests real fast, then upload this fix.

EDIT: That explains a lot, I put one thing in the wrong order and that happens.

Fix should be out in just a bit!

(1 edit) (+1)

Fix Works!

And now I don't need better gear to win my first battle of the last stage!