Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Age of Rebirth

A dark fantasy game, an adventure through a strange land, in midst a shift of divine power. · By The Wicked Mind

Third Update is now public Sticky

A topic by The Wicked Mind created Apr 24, 2024 Views: 32
Viewing posts 1 to 1
Developer

Gameplay

[Fixed] Combat Page HUD.

[Fixed] Arcane Weapon now properly increases Arcane Weapon Damage Dice.

[Fixed] Stances now properly consume Essence at the start of the player's turn

[Fixed] Greater Pact Magic text (Soulless and Shadowless were mixed up)

[Fixed] Enemies no longer need the 'Behavioral' trait to trigger their special Behavior.

[Fixed] Fixed an error where you could still target Hidden enemies with Skills.

[Fixed] Fixed an error where enemies could still cast skills or make an attack when Hindered or Stunned.

[Fixed] You can no longer select a skill to use when you are Hindered.

[Updated] Starting Attributes starts at 5, instead of at 3.

[Updated] Lifeblood and Essence calculations have been rebalanced.

[Updated] Totem bonus decreased from 3 to 2.

[Updated] Dexterity now affects Hit Chance calculations. - The target's DEX is taken into consideration for a miss or a hit.

[Updated] Blood Frenzy (Feral Specialization) healing has been reduced from 25% to 12.5%.

[Updated] Iron suit (Juggernaut Specialization) bonus increased from 1 to 2.  At level 10 it increases to 3. 

[Updated] Iron suit now calculates during combat, instead of when a Item is equipped.

[Updated] Defensive Stance trait (Vanguard Specialization) has been renamed to Phalanx Training.

[Updated] Offensive Stance trait (Vanguard Specialization) has been renamed to Shielded Assault.

[Updated] Poacher trait (Trapper Specialization) has been renamed to Skirmish Tactics.

[Updated] Magic Cutter trait (Spellblade Specialization) has been renamed to Mage Slayer.

[Removed] Underwater Marauder Trait

[New] Draconians gains now the 'Apex Hunter' Trait: On a Critical hit, Draconians add 1/3 of their Perception to their Damage. When using their Claws, they also inflict Bleeding(3).

[New] Critical Strikes now have a chance to apply Wounds on a random body part. Wounds can apply negative effects such as Bleeding or Confusion, lower Damage, Hit Chance, or Defense.

[New] Added Easy and Hard mode options at the start of the game (Before Character Creation).

[New] Summons now scale with level.

Items

[New Item] Javalin - Throwing weapon, piercing.

[New Item] Whip - Melee weapon, blunt.

Skills

[Fixed] Fixed an error where non-offensive Skills would result in an error where the properties of the Player were being read as undefined.

[Fixed] War Cry.

[Fixed] Mutilate.

[Updated] Form of the Wolf, Form of the Eagle, and Form of the Bear Attribute bonus, also scales with level (plus 3 at level 5 and 10).

[Updated] The War Cry Skill bonus was increased from 3 for each enemy to 4 for each enemy. If the user is an enemy, it increases the damage of all enemies by 3 + 1/3 of the User's Charisma.

[New Enemy Skill] Howl - Summon a Wild Wolf, then increase the damage of each Wolf-type enemy by your Charisma + level.

[New Skill] Scoping Stance - Ranged weapon strikes have a +25 Hit chance, but they cannot crit.

[New Skill] Defensive Stance - "While active, you receive +15 Defense, but your armed strikes have -15 to Hit Chance.

[New Skill] Backstab - Make a weapon attack against an enemy, dealing an extra 1d8 Damage. If Hidden, increases the damage to a 1d10, you don't lose the Hidden status. At levels 5, 10, and 15, increase the number of Dice by 1

[New Skill] Eldritch Surge - Deal 1d4 Damage against an enemy, in case you recast this skill during your turn, increase the Dice by one step, up to a d20. At levels 4, 10, and 15, increase the number of Dice by 1.

[New Skill] Bone Missile - Launches a bone against an enemy, dealing 2d4 Damage. Repeat the skill twice for each enemy on the Graveyard (Daemons, Constructs, and Totems do not count toward this Skill).

[New Skill] Corpse Explosion - Explode an enemy corpse in case there is one, dealing 50% of its maximum Lifeblood to all enemies (Daemons, Constructs, and Totems do not count toward this Skill).

[New Skill] Summon Cursed Souls - Summon 3 Cursed Souls at the Graveyard, for each summoned Soul, heal yourself by 3.5% of your missing Lifeblood, and increase your Damage, Defense, and Hit Chance by 2

[New Skill] Bone Armor - Increase your Defense by +10 plus +4 for each enemy on the Graveyard for 3 turns, while active, whenever an enemy attacks you, deal 2d4 Damage to it. At levels 5 and 10, increase the number of Dice by 2.

[New Skill] Blood Cast - Apply Bleeding(2) to an enemy, then deal 1d6 Damage for each Bleeding stack. At levels, 5, 10, and 15, increase the initial Bleeding by 2.

[New Skill] Dark Bargain  - Convert part of your Lifeblood into Essence

[New Skill] Dragon's Hym - While active, your attacks apply Burn(2) to the target, costing 5 Essence per turn. At level 5, activating the skill again triggers the Burn of all enemies.

[New Skill] Ode to the Dead -Sing a song that makes the dead rise once again to attack your enemies. Each enemy in the Graveyard makes a weapon strike against a random enemy.

Enemies

[Fixed] Rat King now exists.

[Fixed] Goblins images not appearing.

[Updated] Enemies have been rebalanced.

[Updated] Snakes have been renamed to Snake.

[New Enemy trait] Precise Strikes: Adds 1/2 of your Perception to your Hit Chance. While Confused, subtract, instead.

[New Enemy trait] Resilient: Adds 1d4 extra Lifeblood per level.

[New Enemy trait] Desperate: Whenever this character misses an attack, damage yourself by 1d10 and add the result to the Hit Chance.

[New enemy] Goblin Queen (Ogroid, GOBLIN!): Melee enemy. Can summon Goblins or attack the player. When Goblin Song is active, it heals and empowers itself for each enemy Goblin alive.

[New enemy] Human Slave - (Human, Slave): Melee enemy.

[New enemy] Human Slavemaster - (Human, Common): Melee enemy, harms and buffs another enemy, when incapable of attacking the player commands a slave (if there are any) to attack instead.

[New enemy] Draconian Slavemaster - (Draconian, Common): Melee enemy, harms and buffs 2 other enemies when incapable of attacking the player commands all slaves (if there are any) to attack instead.

[New enemy] Human Archer - (Human, Mercenary): Ranged enemy.

[New enemy] Human Guard- (Human, Mercenary): Melee enemy.

[New enemy] Human Assassin- (Human, Mercenary): Melee enemy.

[New enemy] Armored Brigand - (Human, Bandit): Melee enemy.

[New enemy] Brigand Crossbowman - (Human, Bandit): Ranged enemy.

[New enemy] Brigand Falconeer - (Human, Bandit): Ranged enemy. Summons a Trained Falcon once per battle, every turn it commands to make an attack. Can mark the player, making them easier to hit.

[New enemy] Trained Falcon - (Beast, Bandit): Melee enemy. Every three hits, it blinds the player.

[New enemy] Brigand Cannoneer - (Human, Bandit): Ranged enemy. Every turn tends to it Cannon, reducing its cooldown and further increasing the next weapon attack damage.

[New enemy] DeathChild's Inciated - (Human, Cultist): Melee enemy. Each turn, either makes two weapon attacks or sacrifices a bit of its Lifeblood to add to another enemy's.

[New enemy] DeathChild's Disciple - (Human, Cultist): Caster enemy. In the presence of an enemy with the Sacrifice trait, kill it to restore Essence.

[New enemy] DeathChild's Deacon - (Human, Cultist): Melee enemy. Each turn summons a Cursed Soul at the Graveyard. If there are 5 or more Cursed Souls at the Graveyard, revive a random Cultist as an Undead. In the presence of an enemy with the Sacrifice trait, transform it into a random Undead.

[New enemy] Necromancer - (Human, Cultist): Caster enemy, at the end of the turn, if there is a non-undead enemy in the Graveyard, revive it as a Reanimated Corpse.

[New enemy] Reanimated Corpse - (Undead, Zombie): Melee enemy.

[New enemy] Hauntings - (Undead, Ghost): Each turn summons a Cursed Soul at the Graveyard then grows stronger for each. Every 3 turns, makes multiple attacks that ignore the target's Damage Reduction.

[New enemy] Wraith - (Undead, Ghost): Melee enemy. It curses the player, causing them to take additional damage.

[New enemy] Banshee - (Undead, Ghost: If left alive for 7 turns, it kills the player instantly.

[New enemy] Ghoul - (Undead, Feral): Melee enemy. Each turn it consumes a dead enemy to boost himself, and then it attacks the player.

[New enemy] Death Knight - (Undead, knight): Melee enemy. Attacks once per turn, then can either cast a Technique, empower its next strike, or choose an enemy to protect.

[New enemy] Lich - (Undead, Cultist [Boss]): Caster enemy. Whenever it casts a necromancy spell, summons a random Undead. Sometimes it heals itself, other, boosts all other undead.

[New enemy] Scalebound Defender (Draconian, Scalebound Knight): Melee enemy. Can protect others,

[New enemy] Scalebound Ravager (Draconian, Scalebound Knight): Melee enemy, can inflict Burn on others. Mainly attacks with its Draconian Claws.

[New enemy] Scalebound Hunter (Draconian, Scalebound Knight): Melee enemy, can remove Stun from self and Hidden status from the player. Can switch weapons.

[New enemy] Scalebound Wyrm (Draconian, Scalebound Knight [Boss]): Unique weapon enemy, can command other Scalebound Knights to attack the player, can increase Burn damage

Scalebound enemies can raise their Defense when they can't attack

Others:

Fixed numerous word errors throughout the Character Creation.

Fixed an error where the Items object was not being correctly copied (thus, any change made to them were being made to ALL copies of that object).

Fixed bug where Trustworthy Equipment would not allow the item to be equipped or to receive the Esoteric trait.

Fixed at least 3 errors with Item traits during combat. (I lost count)

End Turn combat now is always active. 

Some corrections to enemy Arts.

Added Torso equipment Icons.


Draconian Hunter