Friday, October 16, 2015
Don't Fear the Reaper
Greetings!
Tonight the Reaper makes its spooky return! It's available now in the Star Captain Club! It has a bit of a different twist on what the Morehawk did. The more health your foe has the stronger its effects will be, but the less damage your attacks will do. The less health your foe has the weaker the effects will be, but the more damage your attacks will do.
Terrifying Scythe
FA - 1 hit
100-200% Damage (Depends on enemy health)
CD 4
Inflicts a 4 turn, -((EnemyHP*100 / EnemyMaxHP)*.45), Bonus Nerf.
Inflicts a 4 turn, -((EnemyHP*100 / EnemyMaxHP)*.45), Hit Nerf.
Ethereal Blade
BA - 2 hits
100-200% Damage (Depends on enemy health)
CD 3
Inflicts a 3 turn, ((EnemyHP*100 / EnemyMaxHP)*.018)x, HP DoT.
Inflicts a 3 turn, ((EnemyHP*100 / EnemyMaxHP)*.018)x, EP DoT.
Mark for Death
FS - 1 hit
100-200% Damage (Depends on enemy health)
CD 2
Applies a 2 turn, ((EnemyHP*100 / EnemyMaxHP)*.4), Bonus Buff to you.
Inflicts a 2 turn, -((EnemyHP*100 / EnemyMaxHP)*.2), Defense Nerf.
Wicked Chakram
BS - 1 hit
100-200% Damage (Depends on enemy health)
CD 2
Inflicts a 2 turn, -((EnemyHP*100 / EnemyMaxHP)*.45), Boost Nerf.
Induce Terror
HD - 4 hits
100-200% Damage (Depends on enemy health)
CD 3
Applies a 2 turn, ((EnemyHP*100 / EnemyMaxHP)*.6), Boost Buff to you.
Applies a 2 turn, ((EnemyHP*100 / EnemyMaxHP)*.5), Hit Buff to you.
D.F.A.
BD - 2 hits
100-200% Damage (Depends on enemy health)
CD 4
Inflicts a 3 turn, -((EnemyHP*100 / EnemyMaxHP)*.6), ImmoRes Nerf.
Second hit attempts to stun at current ImmoRes.
As you can see the nerfs/buffs aren't super strong when your foe is full health, but the damage this mecha can do will let you swiftly take your foes down!
Along with this, Mortis has returned! You can now catch up on anything you've missed in the previous years and get ready for this year's event. (It'll start next week!)
For those of you wondering. The Ultra OmniBlade will transform, and the follow up quest to it will happen at the END of the month or when the AQW war is won. I need a bit more time to get the quest ready and the original plan was to make the stuff live when the AQW war was won, so that's what I'm sticking with!
Hope you all enjoy!
Friday, October 2, 2015
8th Anniversary
Greetings! Tonight we're celebrating 8 years of mechtacular fun! Mechquest officially went into it's open testing phase on October 1st, 2007. Since then we've gone through a lot of things, including the universe being blown up, but through it all you, the players, have stuck around to play. All of us on the MQ team, both past and present, thank you for your support and hope you'll continue to enjoy the content we put out every week. We know it's not always a lot but we do our best to make sure you have something fun to do every week!
You can ride the floorivator in Tek's now to pick up the 3015 starship items as well as check out the various mecha's you can earn.
Sunday, September 20, 2015
Ghostly Shadows Gather
Greetings! I've finally finished the quests and you can now play through the final 2 in this storyline!
The Stranger has found out where the Ghosts are hiding. You know he's up to something, but for now speak to him in Soluna East and see what he has to say!
These are later than I expected mainly due to the fact that flash did not want to cooperate and do very basic things. As an example, I spent two hours on part of the cutscene in the first quest where your character is in his/her mecha and is supposed to be facing left. It faces right. I tried everything I know how to make it face the other way. Nothing I tried, even including straight flipping the pad backwards just to see if flash was being rediculous again, worked. After fighting with it for that long I just moved past it and worked on getting everything else done. If you notice anything weird like that, it's most likely because I tried to do something, fought with flash for several hours, and just moved on because otherwise the release was never going to come out. I'll work on trying to get them fixed and push out a fixed version, but for right now I know some things are going to look weird.
Due to the fact that I was fighting with cutscenes I didn't get a chance to do all the rewards I wanted to either. I'll work on them and have them ready for the next chain I do with the Stranger as well. With everything that happened last week and everything going on this upcoming week I just keep running out of time to do the things I really want to that would be cool and fun. Hopefully the mods make up for it as they do something a bit different than normal.
Friday, September 18, 2015
Shadows Pushed Back
Hey, I just wanted to give everyone a heads up. Since I'm having to do two quests this week to make sure we're set for stuff later this month I'm not going to be able to have a release tonight. I should have them both done and ready by tomorrow, Sunday at the latest, but I won't have it all done by the time we would normally have the release.The cutscenes are a bit more work intensive that I had first thought and I'm not the quickest when it comes to those.
Sorry about having to push it back, but check back over the weekend to play the release! You'll want to to be able to understand something that's coming up sooooon!
Friday, September 11, 2015
The Stranger Awaits
Greetings! Tonight we have a new quest for you, the start of a 3 part chain!
The Ghosts in Soluna are normally pretty quiet, unless you're trying to capture them that is. For some reason though they've become hostile, stealing things and attacking people at night who get in their way. Those that report the attacks claim the Ghosts are now MUCH stronger and put up an actual fight! The Stranger knows something and has requested your help. What could he know? What could it mean for Soluna? Speak to him and find out!
Friday, August 28, 2015
Mr Zs Plan
Greetings! It's finally time to confront Mr. Z and find out all about his diabolical plans!
For months EbilCorp has been using recovered ShadowScythe technology to research new things and improve their tech. You've found one of their research stations in a mess when some of that recovered tech got out of control. Confront Mr. Z on the EbilCorp station where the augmented technology is being produced and put a stop to it once and for all! Augmented rewards await you should you succeed!
I'm working hard to get Soluna North, and everything it involves ready so this chain has a permanent place to go but it's still a bit off. Most of the art is done, there's just a bunch of background stuff to do, quests to make, dialog to get put in, and it's a long process. I've been working on it during the past couple of months during down time but I'll be focusing more on it in the next few weeks.
I hope you enjoy the finale quest!
Friday, August 21, 2015
House Mecha Updates
Greetings! Just like I promised I've done quite a bit of updating to all the older house mechas. If you noticed anything weird in the past couple of house using one of the ones that got updated it was because I had to manually go in and adjust them. Everything should be setup properly now but if you notice anything I missed let me know on the forums in the thread for these DN's and I'll get it fixed!
RuneHawk (Base version to 3.8)
FA
Mechronomicon
CD 4
25% chance each for one of the following to happen.
- Icy Shard: 120% damage. 30% chance to stun for 1 turn and inflicts 1/1.5/2x EP DoT for 3 turns.
- Ghostly Gun: 120% damage, +30 BtH for all hits.
- Magic Missile: 100% damage, increases Boost by 20 for 2 turns.
- Healing Chant: Heals 30% of your total health.
BA
Fire Phoenix
CD 3
110% damage
Inflicts a .8/1/1.2x HP DoT effect for 4 turns.
FS
Arcane Orb
CD 1
100% damage
Damages foes EP by 50% of the damage done.
BS
Arcane Orb
CD 1
100% damage
Damages foes EP by 50% of the damage done.
HD
Warp Visage
CD 3
110% damage
Lowers enemy Defense by -20 for 3 turns.
Increases your Defense by 20 for 3 turns.
BD
Mana Burst
CD 5
120% damage
Increases EP Regen by 50% and lowers enemy EP regen by 50% for 3 turns.
Mystraven (Base version to 3.8)
FA
Volt Slasher
CD 4
110% damage
Inflicts a 1/1.5/2x HP DoT effect for 4 turns.
BA
Shock Bolas
CD 3
100% damage
Stuns foe for 1 turn.
FS
Compound Archer
CD 1
100% damage
+50% chance to crit
BS
Compound Archer
CD 1
100% damage
+50% chance to crit
HD
Lotus Missiles
CD 3
110% damage
Increases Bonus by +20 for 3 turns.
Increases Boost by +15 for 3 turns.
BD
Mist Kick
CD 5
120% damage
Lowers enemy Bonus by -100 for 1 turn.
Lowers enemy Defense by -20 for 5 turns.
Wolfblade (Base version to 3.8)
FA
Wolfsmasher
CD 4
120% damage
Stuns for 1 turn
BA
Howitzer
CD 2
100% damage
Each use increases the damage by 20% up to a cap of +100% damage.
FS
Piercing Round
CD 2
115% damage
Lowers enemy Defense by -10 per use for 3 turns and caps at -40. Stacks with BS.
BS
Piercing Round
CD 2
115% damage
Lowers enemy Defense by -10 per use for 3 turns and caps at -40. Stacks with FS.
HD
Wolf's Rage
CD 5
120% damage
Increases Boost by 25 for 5 turns.
BD
Wolf Smash
CD 2
120% damage
If your HP is < 50%
- Damage increased by 50%.
If your HP is > 50%
- BtH for the attack is raised by 100.
A bunch of the older effects were either gimmiked in a way, like the Runehawk healing effect on the FA needing a random chance of greater than 90 as well as being below a certain amount of HP, or were setup in a really weird and convoluted way that didn't really equal out to what was intended in the coding. Now all 3 types have effects that more closely feel like the intent of the house itself and have weapons in every slot which should help out in terms of overall power of the mecha themselves.
In addition to these updates I also swapped the Advanced Wolfblade Head Weapon with the Body Weapon. All that did was make it equal to the others in that you can now customize the Head Weapon without losing the effect that the mecha was designed around. I got a request to do so when I was in there tinkering with the older mecha and it made sense to with how the other advanced versions were setup.
I also did some poking around in the labyrinth quest to see if I could figure out why people were getting stuck on walls randomly. The quest isn't setup like any other quest that we do so it took quite a bit of tinkering but it shouldn't catch you on walls anymore. I wouldn't suggest purposefully running into the same wall over and over because I can't guarantee that won't cause it to still happen, but you shouldn't get caught randomly on the edge of a wall anymore.
As for other news, the birthday mecha and items for Maegwyn will stay up until Monday and then disappear for another year. Grab them while you can! Next week I'll also be back with another quest. I'm hopefully going to be able to finish up the last quest in the mini Ebilcorp questline. (When Soluna North is ready they'll all be there in case you've missed any.) We're still working hard to get that area done and ready but we don't know when exactly that will be since Lyris is still working on some art and I still have a bunch of small things and a bunch of quests to build for it.
I also wanted to let you all in on a bit of a secret that will be happening in September. (That's the plan anyway.) AQ, DF, and MQ are all going to be having a crossover event. No, this isn't the anniversary event or anything like that. This is just something I had the privilege of writing to do something fun across all the games. I'm hoping you all will look forward to seeing it as I'm trying to do something really fun for it.
I hope you all have a good weekend!
Wednesday, August 12, 2015
The Morehawk floats back
Greetings! I've got an early release this week for you. The Morehawk SCEM is floating its way back to the SC Club!
I stated this one to focus on getting more from your foe. Almost every enemy in the game buffs itself in one way or another and now you can "borrow" some of that power for yourself. The more powerful the buff on your foe the more powerful the nerf will be and the buff you get! This is primarily meant to be used on bosses where they'll be using a lot of effects and buffing themselves up a lot, but with a focus in Pow and Acc you shouldn't have any trouble against basic foes.
Morehawk
Draining Blast
FA - 1 hit
130% Damage
CD 3
If enemy Boost > 0
- Nerfs foe Boost by half the total amount on the foe and buffs your Boost by the same for 3 turns. (Caps at -40/+40, Min amount -10/+10)
else
- Nerfs foe Boost by -25 and buffs your Boost by 10 for 3 turns.
Reaping Gatling
BA - 6 hits
120% Damage
CD 3
If enemy Bonus > 0
- Nerfs foe Bonus by half the total amount on the foe and buffs your Bonus by the same for 3 turns. (Caps at -50/+50, Min amount of -10/+10)
else
- Nerfs foe Bonus by -30 and buffs your Bonus by 10 for 3 turns.
Phasing Beam
FS - 4 hits
130% Damage
CD 4
If enemy Defense > 0
- Nerfs foe Defense by half the total amount on the foe and buffs your Defense by the same for 4 turns. (Caps at -30/+30, Min amount of -10/+10)
else
- Nerfs foe Defense by -15 and buffs your Defense by 10 for 4 turns.
(This is separate from the Back Shoulder effect and they can stack.)
Phasing Beam
BS - 4 hits
130% Damage
CD 4
If enemy Defense > 0
- Nerfs foe Defense by half the total amount on the foe and buffs your Defense by the same for 4 turns. (Caps at -30/+30, Min amount of -10/+10)
else
- Nerfs foe Defense by -15 and buffs your Defense by 10 for 4 turns.
(This is separate from the Front Shoulder effect and they can stack.)
Transient Waves
HD - 4 hits
120% Damage
CD 1
+50 BtH on each hit.
(This doesn't stack. Each hit doesn't get +50 on top of the last. It's a flat 50 per hit.)
+20% chance for each hit to crit.
(This doesn't stack. Each hit doesn't get +20 on top of the last. It's a flat 20% per hit.)
Crushing Starfall
BD - 3 hits
180% Damage
CD 6
If enemy ImmoRes > 0
- Nerfs foe ImmoRes by half the total amount on the foe and buffs your ImmoRes by the same for 3 turns. (Caps at -60/+60, Min amount of -10/+10)
else
- Nerfs foe ImmoRes by -30 for 4 turns.
Last hit attempts to stun at current ImmoRes
Hopefully you all like this different kind of play style. I'm trying to come up with different types of effects and we don't often do any that are reliant on your foe to give the total amount so I figured this would be a good chance to try this out and see how people like it. Since the Morehawk looks kinda creepy and floats like the ghost enemies and has the "wraith" feel to it it seemed fitting for this type of effect to me. Let me know on the forums what you think!
Why a Wednesday release though? During my vacation a few weeks ago I was looking at places to live around the two college's I applied to to finish my degree. I'm having to pack everything up tomorrow and Friday to actually move on Saturday so I wouldn't have time to do this then. This allows me to be able to fix anything that somehow got past testing (and I spent 3 hours testing with all sorts of bosses to make sure it was working so shouldn't be anything) before I have to take down my desktop and pack it and my file repository up. I'll be around tomorrow but after that I'll talk to everyone on Monday!
Have a good weekend!
Friday, August 7, 2015
House Leader Challenge
Greetings! Tonight we've got an update for the houses at G.E.A.R.S.! Each of the house leaders has a test for you. Should you succeed then new specials for some older weapons await you!
The different buttons that are up take you to different fights. The Basic will change based on your level between the base house mecha and the advanced version. The Advanced button will set you up against an Elite House Mecha. The Challenge button will let you face a...special...version of the Elite House Mecha. (Careful with that one) If you beat any of the versions you'll have access to the shop with the rewards so don't feel like you have to beat one of the harder levels. Those are only there if you WANT to try them. A lot of players keep asking me to make more "challenge mode" type content so they have something to test themselves against, so I keep trying to do that whenever I have time during the normal releases.
I had originally planned to give a few more items an update but as I went in and looked it turns out that the original house mecha really need an update in terms of specials and need things like a head and body attack. There's also the issue of getting stuck in the walls of the Labyrinth to select a house in the first place so I'll also try again to fix that. (I already did once with what I thought was causing the problem but people are still getting stuck so I'll need to spend a more dedicated amount of time to find out what's wrong with it.
That's my plan for the week of August 21st (two weeks from tonight) so look forward to those updates then! After I get both of those things sorted, if I have any extra time I'll look into updating some more of the weapons in the shops that need it. I don't know if I'll have that much time since stuck walls are something that is tricky to fix in some cases. (I still can't find the cause for why people are getting stuck in the Police quest after 12 attempts at fixing it. Still trying to find out what people are running into) The base level of the house mecha have been kinda neglected for a while and that's not right so I'm going to make sure that is fixed.
Also since I've been asked "why do I keep doing things like this release and the Wyonna release from last week? Can't we get back to the storyline!" There's a lot of storylines and things that I'd like to start building but my art skills can only go so far and Lyris doesn't have tons and tons of free time. Once Maegwyn makes her final choices on the artists and bug testers we should be able to start doing some more story type quests. I know me throwing together art isn't really something every likes so I'm trying to hold off till we get someone to help Lyris out and we can start having two or more actual artists working on it. I'll still do small storylines, like my EbilCorp one I've been working on, as well as updates like the house mecha one I'm planning, but I really want to hold off on true main storyline releases right now until we have the art to do it justice. I know that's not what a lot of people want to hear but I'd rather do something right than do it piecemeal and it looks bad because my art is bad.
Other than that, it's a very special day for our friendly Otter tomorrow so make sure to check back in for the return of her birthday items! Have a good weekend and enjoy the release!
Friday, July 31, 2015
Wyonna Gets An Upgrade
Greetings! Tonight we have a revamp of an older quest. Wyonna in Soluna Main has been trying to years to decide what house to join. She still can't make up her mind though. Will you be able to help her decide?
The House Leaders have given her access to every normal House Mecha so she can, hopefully, pick one! The Job owners around Soluna have also allowed her to use their Mecha as well since she'd have to help them to get one of her own. I even was nice and gave her access to the new package mecha as well as one I created using a few...interesting...equips.
This will give people a reliable place to test out builds against certain enemies without having to run through the random Soluna battle button to try and find the one they want. It will also also let people who are like Wyonna and still need to choose a House the ability to see all the House Mecha in action and find out which fits their play style. The Ashendal Special mecha is just something fun I put together as it uses some pretty powerful equipment.
Speaking of the Houses, this is leading up to something based around them for next week! No, it's not the Gears Games, (even though we're working on trying to get that ready for this year. There's still a bunch of things we need to get done for that but we're trying!) but I'll be working on it over the weekend to have enough time to make sure it's done right! Hopefully you guys will like it!
Saturday, July 18, 2015
Omega Distress
Greetings! Tonight we have a new quest in the mini quest chain I've been working on as a side project. It's almost complete though! The entire chain will be available in a perm spot in the future when we get a secret area all finished up, so if you missed any of the previous parts you will be able to replay them eventually! I tried to get it done last night but due to several issues I ended up running out of time and needing to push it back till today.
A secret EbilCorp research facility has sent out an Omega Level Distress Call! This is only done when containment of a level 9 or above organism fails. What could be going on? One thing is for sure though, Mr. Z will have a few important questions to answer when this is all over!
Something to note is I'll be on vacation all next week, so Mae will be working to get something out for you all to do! After over a year learning new skills, like quest making, and making something for you all to play each week, I need a little time off to recharge and get some much needed sleep.
Hopefully you all enjoy the quest and I'll see you all when I get back!
Friday, July 10, 2015
Yokai Revamped
This week we've got a total revamp of a planet. There wasn't time to do any other release though because of how large this is, and I appologize for that, but this is part of the overall process we're working on to not only streamline progression but help newer players as a whole.
I'll do a Too Long, Can't Read Everything; at the start though.
- Yokai as a whole has been revamped to make it so that it's part of the level bracket it's supposed to be in. The enemies have been adjusted down some and weird reward stats have been fixed to fit for where the planet is meant to be in the level curve. (I may have missed one or two but I tried to nab everything I could find) This includes a couple quality of life updates like adding a persistance roll to Tenjin's area so you don't get stuck at a 95 roll for days.
- Minar's Birthday weapon has replaced Korin's Ketchup Cannon in Soluna Main! The 4oJ mecha will remain up for this weekend and will then leave until next year!
Ok time to get into all the info about this release for those that really want to know.
Ideally MQ should be seperated out into 4 "sections."
- Basic covers levels 0-25. This gets you into the game, teaches you about effects without overwhelming you with a bunch, and basically gives you everything you need to know to understand how the game itself functions. Once you finish the Soluna Jobs and pick a house this should be around where you're at.
- Intermediate covers levels 20-55. Yes I know this overlaps with the last one. It's supposed to. This bracket is meant to cover the first storylines. Everything so far, not counting the brand new storyline is supposed to fit into this. That means that weapons and mechas from this shouldn't be doing end game effects and damage ranges.If you level quickly enough you may hit level 50 before the end of this so this means you may out level the planets.
- Advanced covers levels 50-85. This will be the next step of the MQ storyline as well as more advanced items and mecha. I have plans to make "Advanced" versions of things like certain holiday mecha, special offer items (these will get updated if necessary to auto change to the new specials once they scale to this range), and SCEM's once we get to this point that have effects that are more powerful than they are currently but AREN'T available to people below this level range. This keeps with the "level up, get stronger, fight stronger foes", mentality at the heart of any RPG.
- Expert covers level 80-100. (100 is the final level cap btw) This is the actual end game level bracket. This is where you'll get things like 85+ Defense and -90 Boost, and things of that nature. REALLY strong effects that go against REALLY strong foes. Getting them at level 50 means that there's no where to go and to actually have a final level cap we have to leave you something to get to there. This is still a long ways off but it's something to look forward to. It'll be a big accomplishment getting here and the power levels will match that. The enemies will match it as well but that's a given.
Yokai was just the first of these adjustments that will happen. Romero, Liath, even things like Westion Pt 2 and Lagos Pt 2 will get adjustments. It won't be in the next month because this takes a lot of time and work, but it will eventually happen. We want the game to feel like you're progressing smoothly, not hitting points where you get massive jumps in power or the enemies you face just suddenly eat your face for no reason.
Yokai is on the latter end of the Intermediate section so it is meant to give you a bit more of a challenge but also a bit stronger rewards. Some of those items were too strong and I've adjusted those down. However some items were too weak so I've adjusted them up some. I'm not perfect though and I had a LOT to get through so if you notice a weapon feels weaker than it should be or was adjusted but seems like it's an odd adjustment go ahead and ask me why on the forums post for this DN. It may be that I missed it in the crowd of items and I need to actually look at it! If I did adjust it I'll explain why the adjustments were made as well. This also goes for enemies. If you find an enemy that is still very very strong I either may have missed it or I didn't take off the total amount I intended to from its overall power. Again, make a post asking why in the forum thread for these DN's and I'll make sure to answer it!
Due to how much work went into doing this I wasn't able to get anything else done for this week. I wanted to do some new items for those players that had already completed the planet but I ran out of time. I'll work with Lyris and see if we can do something special for next week though to make up for it. I don't like not giving everyone something to do but in this case making sure parts of the game fit where they should and making sure new players and returning players aren't caught out with large issues was my priority. I hope everyone can understand that and I'll try my best to get something done ahead of time for the next planet revamp that way everyone has something to do.
Friday, July 3, 2015
The Eagle Has Landed
Greetings! It's almost the Fourth of July! To celebrate we have a brand new mecha! I asked Korin a while back if he'd be able to help us out with this and he rocked it! Lyris handled the coloring and shading. It came out amazing so I needed to come up with a crazy effect for it to match.
First I'll list the effects and then go into the decisions behind them.
Eagle Series (NSC/SC/NG)
FA
Brilliant Claw
CD 2
2 hits
125/130/135% damage
1st hit is a guaranteed Crit.
2 turn, -35/-40/-45 Bonus nerf.
BA
Explosive Claw
CD 3
2 hits
125/130/135% damage
2nd hit is a guaranteed Crit.
3 turn, -16/-18/-20*(number of hits connected) Boost nerf.
FS
Screaming Eagle
CD 1
3 hits
115/120/125% damage
Nerfs enemy Defense by -10/-12/-15 per use up to a cap of -50. This stays for the duration of the battle.
BS
Screeching Eagle
CD 1
3 hits
115/120/125% damage
Nerfs enemy Defense by -10/-12/-15 per use up to a cap of -50. This stays for the duration of the battle.
HD
Blazing Fury
CD 6
3 hits
130/135/140% damage
Self BoT effect. Starts at +60 Boost and decreases by 20 per turn.
3 turn 1.1/1.5/2x HP DoT effect.
BD
Patriot Frenzy
CD 8
2 hits
110/115/120% damage
For 2 turns player is immune to stuns. If a stun effect is attempted and successful it will purge the effect.
Like every other mecha I design I try to pick something and then base the other effects around that one core effect. In this case I wanted something related to Freedom. Not being able to be stunned is the closest thing we have to that in MQ so I went with that. Starting there I based the other effects on things to keep you alive while also making sure you could deal more damage. Because of how strong that effect is, it'll work on any stun even ones that always stun, the overall damage of the mecha had to be lower and with each other effect the damage had to drop some as well. That's where the head damage buff and DoT came into play, to give you a bit of a damage boost but one that tapers off. Because the low damage means that you can't afford to miss, that's where the perm stacking Defense nerf came from. Then it needed some survival options which is where the FA and BA effects came in.
This mecha is basically a combination of a few different wants from the community that I've listened to but didn't have a real place to put until now. Some players wanted a "perm effect" that they could build around, so I designed one in and balanced it accordingly. Some wanted a brand new type of effect so I got the body effect in and working. I did have to allocate the Holiday Bonus that the mecha gets to the effects instead of damage, but that means that it gets some cooler effects without as many downsides. I do know that even with the basic kit it can be pretty effective in a bunch of places but for those that customize you're going to be able to do some pretty crazy things.
This mecha is a seasonal item as well. It'll return every year from now on with the same specials and from now on we're also going to be adding more mecha's to the shop that will also be seasonal. This is to make sure that the art is always enjoyable but also so that if you really like a certain effect it doesn't dissappear forever. We're going to slowly start doing things like this more often that way more people can enjoy things!
Hopefully you like the mecha as Korin and Lyris put a lot of work into it. Have a fun and safe Fourth of July if you're in the US and have a fun weekend if you aren't!
Monday, June 29, 2015
Bug Reports And You
Today we need to go over something important. It's so important I'm devoting a whole DN post about it because it needs to be covered. How to report a bug.
First off. Clear your Browser Cache! Flash uses a caching system. That means your computer saves old info so it loads things faster. If we rolled a fix to a bug and your cache still has the old info you WILL NOT get the fix! You should try and clear your cache at least once a month, but if you're reporting a bug clear your cache first, THEN try to get the bug to happen again. If it doesn't that means we most likely fixed it. If it does still happen then yes you should report it. To figure out how to clear the cache of the browser you're using a quick google search will show you how!
Now, if you've cleared your cache and the bug is still happening that's when you should report it.
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Friday, June 26, 2015
The Mohawk Returns
Greetings! Tonight we have a release for Star Captain's! The SCEM Mohawk is now back in permanent form with new specials in the Star Captain Armory! (The armory is in the Star Captain Club in Soluna) This is a offensive focused mecha, but it lacks a bit of accuracy to make up for that so you should probably train ACC and POW to get the most out of it!
Mohawk
FA - 4 hits
CD 3
30% chance for
100% total damage
100% chance for all hits to crit. (This makes it a total of 200% damage)
+150 Bonus (You're literally sticking your weapon INTO the foe, so missing shouldn't happen)
-100 Defense for 1 turn.
else does
140% total damage
+25% chance to crit.
-10 Defense*(number of hits connected) for 3 turns.
BA - 4 hits
CD 3
First hit - 40% damage, -20 Bonus for 3 turns.
Second & Third hits - 20% damage.
Fourth hit - 40% damage, -20 Bonus for 3 turns.
- 30% chance for all hits to be Crits.
FS - 2 hits
CD 0
Starts at 120% total damage and +0 BtH.
Each hit increases this bonus by +10 up to a max of +100. (This stays for the whole battle.)
Each use after the first deals 140% total damage instead.
BS - 1 hit
CD 3
130% total damage.
On next use
- +70% damage
- +100 BtH
30% chance to immediately use the "next use" effect with no setup needed.
HD - 4 hits
CD 5
140% total damage
-10*(number of hits connected) Boost nerf for 4 turns.
-6*(number of hits connected) Ballistic Resistance for 4 turns.
(All default weapons but this one deal Ballistic damage so it's a direct damage boost!)
BD
CD 4
170% total damage
- Lowers enemy ImmoRes by -15 for each other default weapon used before this one.
- 1 turn stun attempt. If all other default weapons used first, 60% chance for a 2 turn stun.
The Father's Day shop and Summer Quest will be leaving on Monday so you have this weekened to grab the items if you still want them!
The team is also working on a few other things that we're hoping to release really soon. They're really cool and while not a main storyline release, will be fun things to do overall and hopefully you all will like them! We're also trying to get Liath and a few other main storyline things done but due to the team size it's a lot harder to pull everything together. We are trying though!
I'll be back with another DN on Monday with some info on a few things so check back then!
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