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It has been a TRULY long time coming, but we've finally got it here! The Migration Update is ready to go, what should have been the Summer Update Part 2! Now the dungeon will update with new monster species every week, cycling through them and changing the kinds of encounters you will have, creating more dangerous and more powerful foes! You'll find more details on this in Ursa's State of the Code Address for this month!

Installation Instructions can be found here.

The code for this month can be found here. 

Additions

  • Combat ability skill ranks for all Monster & NPC units (except Kiram)
    • Max 15 ranks per ability slot
    • Each unit gains 1 spendable rank point per level
  • New Monster Migration system replaces Dungeon Reset system
    • Each migration changes which monster types will appear in enemy dungeon mobs
    • Enemy Cats, Centaurs, Holstaur & Wolves will rotate through the Savannah on new Migration weeks
    • Pirates & Homunculus mobs will also appear regularly
  • A brief tutorial segment will notify the player when Migration has been unlocked
    • Migration is first unlocked when resting after clearing the Savannah F3 boss
    • Migration is enabled in stages of dungeon progress; Savannah F1-F3, F4-F6 & F7/8 after major story events

Changes

  • Adjusted Jaero’s abilities for a faster water/wither cycle
  • Balance changes for Camellia’s combat abilities
  • A confirmation panel will now require you to accept (or cancel) before resting in your bed
  • Farm Weather Balloon now also reveals Migration species in addition to weather
  • Calendar UI updated a lot of visuals & icons to improve readability
    • If Migration is discovered, migratory species will be viewed as hidden or unlocked on the event day
    • When viewing a farm monster’s graduation day, buttons will appear on the sidebar that allow you to view the character sheet for each of those monsters
  • Fast Travel UI updated to show active migration species
  • Updated all Farm Monster Interaction icons

Fixes

  • Combat units involved in both Counter & Interception should now properly return to their original position
  • When selecting units to embark for the dungeon, unassigning a character slot should now behave as expected
  • Enemy Cat Nap should now correctly end the status effect if sleep is interrupted early
  • Shuffle behaviour used in Kaleida’s combat passive should now be producing more random results

Files

Comments

BadPossum

OH WOW! We can spend our Ability points now. That's way way cool!

Franklin Smith

thank you all for your hard work.

Anonymous

New to the game, my game keeps crashing when entering Trios's Lab? What could I be doing wrong?

Anonymous

Hey I just downloaded the new beta link and I keep getting suck at the April fools guy. At first it was suck on day 2 but I deleted it and redownloaded it and I got to day 6. I Played with eve I haven't checked with Evan yet. What should I do?

Anonymous

Does this new build have more scenes than the steam build? Should I worry about downloading it right now?

Anonymous

Same thing here playing as Evan. No matter which option is chosen, the scene seems to keep repeating on a loop. I also experienced the same issue that Kimi reported right above this, so restarted the game and now I am here.