No fixed growths mode?
Oh, does it not apply to lethal hits on enemies too? I have been able to consistently use it on enemies to get a lethal hit when i otherwise would not have been able to kill, and not just because of the exception with the first hit on doubling.
You can very easily patch in fixed growths mode yourself in FEbuilder, just go to chapter 1 start events, and insert a FLAG ON EF command, and your game is now in fixed growths mode.
Nope, just to incoming lethal hits. Because foes can’t block timed hits, the provision to stop lethal hits does not apply to them. Basic logic for timed hits:
If you are attacking, opponents can’t block timed hits so lethal damage will always be lethal damage. If timed hit takes nonlethal damage into lethal damage, it will kill.
If you are defending, timed blocks cannot block an attack that would be lethal BEFORE a timed block occurs. If an enemy is projected to hit for 15 damage and you have 15 health, a timed block will not save you. However, if an enemy is going to double you for 10x2, and you have 20 health, a timed hit block on the first strike will make it so the second hit will not kill.
Hopefully that clarifies things. Also, be careful if implementing fixed growths (there aren’t any in the game). I use a lot of global flags for NG+ mode and EF could cause things to be affected, can’t remember if it is a conflict or not.
Hey everyone, monthly update coming in!
Was able to make some decent progress over the past month and a half. Two more chapters are now complete, both Chapter 25x and Chapter 26. Both are still in need of some testing/feedback for both gameplay and story, so for anyone who may have been playing through Illuminated and would like to try it or help out, I would encourage you to hop on over to the Illuminated discord to grab the patch. Because there hasn’t been too much playtesting of the chapters as of yet, I don’t want to release a public patch until I’m sure things are working properly.
I will also use this for a quick devblog moment to say with Chapter 26 done, I only have one chapter to go. I am seeing light at the end of the tunnel, though the finale will have to be large in both gameplay and story elements to wrap up everything nicely. It will be a biggin’!
Lastly, I would also like to use this post as a way to invite some playtesters. As things get closer to completion and as I work on the final chapter, it would be great to get a couple new playtesters to help give some feedback (especially on the newer chapters). My hope is to have a decently polished product by the time I release it. I’m happy to hear feedback in any form, be it here or on the Illuminated discord, and would truly appreciate the help!
Thanks for following along with Illuminated. Can’t wait for it to finally be [Complete]!