Rise of the Unfelled Chapter 6 Devlog 2


Rise of the Unfelled Chapter 6

Devlog 2

Hello everyone, here we are again with another devlog. Progress has been dragging due to my decision to rewrite every single weapon, offhand, armor, and accessory item in the game. Gone are the days where you go to the next town, upgrade to the next "Olympia" set, and then move on. Crafting gear sets are now (somewhat) optional. They will give you a decent start in the next set of content; however, enemies will now drop weapons and armor, and in some cases these will be better than what is available to craft. I feel as if this form of gear progression is better than the one currently in the game as it allows further customization of player builds. Currently, the options are extremely limited (up until you unlock the Dragon's Den, you only have one choice of weapon and set of armor for the entire area), but now there are several options even in the earlier stages of the game. There are also new NPCs that will give you side quests that may play along to your main quests for bonus rewards. This has been where most of my time has been going as all the weapon, armor, offhand, and accessory IDs have changed, which impacts all shops and crafting interfaces, as well as every chest and enemy drop, so I am working on re-aligning everything back to how it should be.

Progression Rework

Another major change is that there is now a level cap per section that increases dynamically as you play. This was done mostly to prevent people from grinding to ridiculous levels when its not necessary. 

When you start a new game for the first time, your level cap is 10...


...but upon reaching the next town, it increases to 20. 

Some of you may not like this change, but seeing as how a level cap was originally planned in the earlier stages of the game, this is how it will be going forward. 

Main Menu Rework


As you probably noticed in the previous screenshots, the colors of the HP, Mana, and Ward gauges have been modified. Additionally, on the main menu it will list your basic stats such as Attack, Magic, Defense, Resistance, and Dexterity. Luck has been hidden because of how RPG Maker MZ implements it, I do not have plans on using it. I am also still tweaking each scene so that the layout of the gauges are HP, followed by Mana, and then Ward. 

...and more!

Progress on the actual content of Chapter 6 has yet to start due to the sheer volume of other things I am adding in this update, but there will be new sprites and battlers for all the major characters of the game, and some cameo appearances from people who have been supportive during the development process. 


Thank you all for reading and hopefully the next post here is a release!