Crystal Project

Crystal Project

Crystal Lite
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Update: 2 Mar, 2024 @ 3:16pm

This update cleans a few things up that have annoyed me for awhile. Most classes had 11 active skills or less, which prevented having to scroll through skills while choosing what to do each turn. Hunter and Druid each had 13. Both classes have had their active skill counts reduced to 11 to prevent this. Hew and Pierce have both been turned into passives that will replace your basic attack with those abilities and require using certain weapons. This helps the Basic Attack Druid playstyle quite a bit. It was already one of the highest damaging playstyles but this should incentivize players to try it more.

Swapped Disorient and Pinpoint between Rogue and Hunter. The higher Agility character having Pinpoint makes more sense, aswell as the class that cares most about lowest threat having Disorient.

Druid loses Frenzy to drop their skill count to 11. This was mostly used in conjunction with their two stances to maintain a constant flow of AP. To counteract this, the initial cost of entering either stance has been lowered.

Hunter loses Scavenge to drop their skill count to 11. I liked having this around even if it was very seldom used. Many, many enemies drop Ingredients or can have them stolen from so it's not a huge loss. They're also fairly cheap to buy towards the endgame.

Accuracy now also gives Confusion immunity. The passive was mostly designed to be an option for early-midgame Strength characters with low accuracy. Confusion is fairly rare after the point in the game that you get Hunter so it's not a hugely relevent addition but it does help keep the passive in-line with all the others inthat they should all be useful at every part of the game. Renamed to Focus.

Update: 25 Feb, 2024 @ 4:51pm

Update: 25 Feb, 2024 @ 11:01am

Update: 24 Feb, 2024 @ 2:04pm

- A new class, the Adept, has been added to the roster. The Crystal is found in the Capital Jail and a new Crystal Shard is located in Sara Sara Beach behind Steven Seagull. The original 10 classes have been with us for awhile and it was time to take a hard look at some things that could be better. Bard overperforms and Fighter underperforms. The Adept aims to take some of the utility away from the Bard while naturally pairing best with Fighter. The Adept is truly versatile, pairing with each and every class thanks to its Mimic stat progression, ability to wield any weapon and a Passive that takes on the Passive of its Subclass. The Adept also features a Taunt that scales with Agility and re-introduces Perfect Dodge as a Passive. Both Adept class masters are found in the Capital Jail.

- Bard - Loses Protect, Shell, Regen and Refresh - Moved to Adept
- Gains Mug and Esuna

- Shaman - Loses Esuna

- Paladin - Smite back to costing 12AP. It was changed to 6AP with Insult being non-magical to curb some of the lategame efficiency but at 6AP it was far better early in the game. At 12AP, Warrior/Paladin and Druid/Paladin mix better rather than Paladin getting free Smites regardless of class choices. Insult remaining non-magical. Hopefully this is a good middleground.

- Rogue - Loses Mug
- Gains Pinpoint - Damage + Evasion Down for 3 turns
- Both trees have been slightly reworked. The left tree that allows Bows/Daggers no longer requires bottom threat. The right tree that requires Daggers and features the CC skills like Eye Gouge and Trick Slash gains Sneak Attack and is otherwise unchanged. Mug served as a double Steal or as a way to deal damage if you messed up Threat too badly. I wanted to preserve Rogue being able to occasionally use Nomad spells and have an attack to fall back on, thus the change in threat mechanics to some skills in lieu of Mug. This also allows Bow Hunters to better use the skills from Rogue.

- Fighter - Entrench Cooldown increased to 6. Entrench now affects the whole party. Stalwart is added to the list of things no longer considered buff/debuffs and the bulletin has been updated to let you know. I was fine having one indestructible character constantly refreshing Stalwart because it took significant resources but having a full party of them is very silly.

- Wizard - Thunder stance reverting back to its original form of Mind/Spirit=Crit. Tried moving that to an accessory and giving Thunder Stance Crit chance so that Rogue/Wizard could reach 100% Crit chance but now Thunder Stance is fairly mediocre in other combinations. Reverting it back will be a welcome change.

- Armor Up and Resist Up have been renamed to Protect and Shell. It has annoyed me for awhile that the vanilla versions were called those but didn't actually increase armor or resistance and instead reduced physical/magical damage taken. Hopefully the names better illustrate what they do.

- Three new mid-progression bosses
- The Grandmaster - Now drops the New World Stone and the Summoner's Rite
- Found at the top of the Castle
- Mrs. Kill - Her Vanilla counterpart may have some things to say...
- Found in the Capital Jail
- Patrick Tarfish - A gravity-themed optional boss
- Found as part of a jumping puzzle at the top of the Chalice of Tar. I finally got around to finishing the ruins here. The same elevator from below by the Vermillion Book will lead to the ruins which now contain a jumping puzzle to the north. The jumping puzzle naturally leads to the small platform in the area that contains the Crystal Shard. The boss is roughly the same level as the enemies in the area.

- Landrunners have been reworked to be much tougher level 60ish enemies and to not respawn. They are incredibly annoying now and I love it.

- Another new enemy has been added to The New World in addition to the Mushfumes. Rockomodos will become much tougher the later the fight goes on. Expending resources to kill them quickly should make the other fights in the area more interesting if you're unable to avoid them.

- A small sidequest in Greenshire Reprise to gain a useful early Hunter item.

- Good-Getters finally have a trainer, allowing any sadists to refight the bosses they've defeated.

- People liked the Penguins I hid all over Tall, Tall Heights, so I added more.

- Chaos options should now all work. This took an ungodly amount of effort and I'm sure I've missed a few things.
- Good-Getter bosses, their Shopkeeper, their meme items and their skills are isolated to them.

- Many, many item changes. Since evasion isn't just a bonus added to some items anymore, items have been sprinkled about that help the evasive tank playstyle. Adept being capable of equipping any weapon doesn't change too much as all weapon abilities are tied to specific weapon types anyways but a few items needed slight adjustments.

Update: 23 Feb, 2024 @ 10:13pm

- A new class, the Adept, has been added to the roster. The Crystal is found in the Capital Jail and a new Crystal Shard is located in Sara Sara Beach behind Steven Seagull. The original 10 classes have been with us for awhile and it was time to take a hard look at some things that could be better. Bard overperforms and Fighter underperforms. The Adept aims to take some of the utility away from the Bard while naturally pairing best with Fighter. The Adept is truly versatile, pairing with each and every class thanks to its Mimic stat progression, ability to wield any weapon and a Passive that takes on the Passive of its Subclass. The Adept also features a Taunt that scales with Agility and re-introduces Perfect Dodge as a Passive. Both Adept class masters are found in the Capital Jail.

- Bard - Loses Protect, Shell, Regen and Refresh - Moved to Adept
- Gains Mug and Esuna

- Shaman - Loses Esuna

- Paladin - Smite back to costing 12AP. It was changed to 6AP with Insult being non-magical to curb some of the lategame efficiency but at 6AP it was far better early in the game. At 12AP, Warrior/Paladin and Druid/Paladin mix better rather than Paladin getting free Smites regardless of class choices. Insult remaining non-magical. Hopefully this is a good middleground.

- Rogue - Loses Mug
- Gains Pinpoint - Damage + Evasion Down for 3 turns
- Both trees have been slightly reworked. The left tree that allows Bows/Daggers no longer requires bottom threat. The right tree that requires Daggers and features the CC skills like Eye Gouge and Trick Slash gains Sneak Attack and is otherwise unchanged. Mug served as a double Steal or as a way to deal damage if you messed up Threat too badly. I wanted to preserve Rogue being able to occasionally use Nomad spells and have an attack to fall back on, thus the change in threat mechanics to some skills in lieu of Mug. This also allows Bow Hunters to better use the skills from Rogue.

- Fighter - Entrench Cooldown increased to 6. Entrench now affects the whole party. Stalwart is added to the list of things no longer considered buff/debuffs and the bulletin has been updated to let you know. I was fine having one indestructible character constantly refreshing Stalwart because it took significant resources but having a full party of them is very silly.

- Wizard - Thunder stance reverting back to its original form of Mind/Spirit=Crit. Tried moving that to an accessory and giving Thunder Stance Crit chance so that Rogue/Wizard could reach 100% Crit chance but now Thunder Stance is fairly mediocre in other combinations. Reverting it back will be a welcome change.

- Armor Up and Resist Up have been renamed to Protect and Shell. It has annoyed me for awhile that the vanilla versions were called those but didn't actually increase armor or resistance and instead reduced physical/magical damage taken. Hopefully the names better illustrate what they do.

- Three new mid-progression bosses
- The Grandmaster - Now drops the New World Stone and the Summoner's Rite
- Found at the top of the Castle
- Mrs. Kill - Her Vanilla counterpart may have some things to say...
- Found in the Capital Jail
- Patrick Tarfish - A gravity-themed optional boss
- Found as part of a jumping puzzle at the top of the Chalice of Tar. I finally got around to finishing the ruins here. The same elevator from below by the Vermillion Book will lead to the ruins which now contain a jumping puzzle to the north. The jumping puzzle naturally leads to the small platform in the area that contains the Crystal Shard. The boss is roughly the same level as the enemies in the area.

- Landrunners have been reworked to be much tougher level 60ish enemies and to not respawn. They are incredibly annoying now and I love it.

- Another new enemy has been added to The New World in addition to the Mushfumes. Rockomodos will become much tougher the later the fight goes on. Expending resources to kill them quickly should make the other fights in the area more interesting if you're unable to avoid them.

- A small sidequest in Greenshire Reprise to gain a useful early Hunter item.

- Good-Getters finally have a trainer, allowing any sadists to refight the bosses they've defeated.

- People liked the Penguins I hid all over Tall, Tall Heights, so I added more.

- Chaos options should now all work. This took an ungodly amount of effort and I'm sure I've missed a few things.
- Good-Getter bosses, their Shopkeeper, their meme items and their skills are isolated to them.

- Many, many item changes. Since evasion isn't just a bonus added to some items anymore, items have been sprinkled about that help the evasive tank playstyle. Adept being capable of equipping any weapon doesn't change too much as all weapon abilities are tied to specific weapon types anyways but a few items needed slight adjustments.

Update: 23 Feb, 2024 @ 3:23pm

- A new class, the Adept, has been added to the roster. The Crystal is found in the Capital Jail and a new Crystal Shard is located in Sara Sara Beach behind Steven Seagull. The original 10 classes have been with us for awhile and it was time to take a hard look at some things that could be better. Bard overperforms and Fighter underperforms. The Adept aims to take some of the utility away from the Bard while naturally pairing best with Fighter. The Adept is truly versatile, pairing with each and every class thanks to its Mimic stat progression, ability to wield any weapon and a Passive that takes on the Passive of its Subclass. The Adept also features a Taunt that scales with Agility and re-introduces Perfect Dodge as a Passive. Both Adept class masters are found in the Capital Jail.

- Bard - Loses Protect, Shell, Regen and Refresh - Moved to Adept
- Gains Mug and Esuna

- Shaman - Loses Esuna

- Paladin - Smite back to costing 12AP. It was changed to 6AP with Insult being non-magical to curb some of the lategame efficiency but at 6AP it was far better early in the game. At 12AP, Warrior/Paladin and Druid/Paladin mix better rather than Paladin getting free Smites regardless of class choices. Insult remaining non-magical. Hopefully this is a good middleground.

- Rogue - Loses Mug
- Gains Pinpoint - Damage + Evasion Down for 3 turns
- Both trees have been slightly reworked. The left tree that allows Bows/Daggers no longer requires bottom threat. The right tree that requires Daggers and features the CC skills like Eye Gouge and Trick Slash gains Sneak Attack and is otherwise unchanged. Mug served as a double Steal or as a way to deal damage if you messed up Threat too badly. I wanted to preserve Rogue being able to occasionally use Nomad spells and have an attack to fall back on, thus the change in threat mechanics to some skills in lieu of Mug. This also allows Bow Hunters to better use the skills from Rogue.

- Fighter - Entrench Cooldown increased to 6. Entrench now affects the whole party. Stalwart is added to the list of things no longer considered buff/debuffs and the bulletin has been updated to let you know. I was fine having one indestructible character constantly refreshing Stalwart because it took significant resources but having a full party of them is very silly.

- Wizard - Thunder stance reverting back to its original form of Mind/Spirit=Crit. Tried moving that to an accessory and giving Thunder Stance Crit chance so that Rogue/Wizard could reach 100% Crit chance but now Thunder Stance is fairly mediocre in other combinations. Reverting it back will be a welcome change.

- Armor Up and Resist Up have been renamed to Protect and Shell. It has annoyed me for awhile that the vanilla versions were called those but didn't actually increase armor or resistance and instead reduced physical/magical damage taken. Hopefully the names better illustrate what they do.

- Three new mid-progression bosses
- The Grandmaster - Now drops the New World Stone and the Summoner's Rite
- Found at the top of the Castle
- Mrs. Kill - Her Vanilla counterpart may have some things to say...
- Found in the Capital Jail
- Patrick Tarfish - A gravity-themed optional boss
- Found as part of a jumping puzzle at the top of the Chalice of Tar. I finally got around to finishing the ruins here. The same elevator from below by the Vermillion Book will lead to the ruins which now contain a jumping puzzle to the north. The jumping puzzle naturally leads to the small platform in the area that contains the Crystal Shard. The boss is roughly the same level as the enemies in the area.

- Landrunners have been reworked to be much tougher level 60ish enemies and to not respawn. They are incredibly annoying now and I love it.

- Another new enemy has been added to The New World in addition to the Mushfumes. Rockomodos will become much tougher the later the fight goes on. Expending resources to kill them quickly should make the other fights in the area more interesting if you're unable to avoid them.

- A small sidequest in Greenshire Reprise to gain a useful early Hunter item.

- Good-Getters finally have a trainer, allowing any sadists to refight the bosses they've defeated.

- People liked the Penguins I hid all over Tall, Tall Heights, so I added more.

- Chaos options should now all work. This took an ungodly amount of effort and I'm sure I've missed a few things.
- Good-Getter bosses, their Shopkeeper, their meme items and their skills are isolated to them.

- Many, many item changes. Since evasion isn't just a bonus added to some items anymore, items have been sprinkled about that help the evasive tank playstyle. Adept being capable of equipping any weapon doesn't change too much as all weapon abilities are tied to specific weapon types anyways but a few items needed slight adjustments.

Update: 23 Feb, 2024 @ 7:41am

- A new class, the Adept, has been added to the roster. The Crystal is found in the Capital Jail and a new Crystal Shard is located in Sara Sara Beach behind Steven Seagull. The original 10 classes have been with us for awhile and it was time to take a hard look at some things that could be better. Bard overperforms and Fighter underperforms. The Adept aims to take some of the utility away from the Bard while naturally pairing best with Fighter. The Adept is truly versatile, pairing with each and every class thanks to its Mimic stat progression, ability to wield any weapon and a Passive that takes on the Passive of its Subclass. The Adept also features a Taunt that scales with Agility and re-introduces Perfect Dodge as a Passive. Both Adept class masters are found in the Capital Jail.

- Bard - Loses Protect, Shell, Regen and Refresh - Moved to Adept
- Gains Mug and Esuna

- Shaman - Loses Esuna

- Paladin - Smite back to costing 12AP. It was changed to 6AP with Insult being non-magical to curb some of the lategame efficiency but at 6AP it was far better early in the game. At 12AP, Warrior/Paladin and Druid/Paladin mix better rather than Paladin getting free Smites regardless of class choices. Insult remaining non-magical. Hopefully this is a good middleground.

- Rogue - Loses Mug
- Gains Pinpoint - Damage + Evasion Down for 3 turns
- Both trees have been slightly reworked. The left tree that allows Bows/Daggers no longer requires bottom threat. The right tree that requires Daggers and features the CC skills like Eye Gouge and Trick Slash gains Sneak Attack and is otherwise unchanged. Mug served as a double Steal or as a way to deal damage if you messed up Threat too badly. I wanted to preserve Rogue being able to occasionally use Nomad spells and have an attack to fall back on, thus the change in threat mechanics to some skills in lieu of Mug. This also allows Bow Hunters to better use the skills from Rogue.

- Fighter - Entrench Cooldown increased to 6. Entrench now affects the whole party. Stalwart is added to the list of things no longer considered buff/debuffs and the bulletin has been updated to let you know. I was fine having one indestructible character constantly refreshing Stalwart because it took significant resources but having a full party of them is very silly.

- Wizard - Thunder stance reverting back to its original form of Mind/Spirit=Crit. Tried moving that to an accessory and giving Thunder Stance Crit chance so that Rogue/Wizard could reach 100% Crit chance but now Thunder Stance is fairly mediocre in other combinations. Reverting it back will be a welcome change.

- Armor Up and Resist Up have been renamed to Protect and Shell. It has annoyed me for awhile that the vanilla versions were called those but didn't actually increase armor or resistance and instead reduced physical/magical damage taken. Hopefully the names better illustrate what they do.

- Three new mid-progression bosses
- The Grandmaster - Now drops the New World Stone and the Summoner's Rite
- Found at the top of the Castle
- Mrs. Kill - Her Vanilla counterpart may have some things to say...
- Found in the Capital Jail
- Patrick Tarfish - A gravity-themed optional boss
- Found as part of a jumping puzzle at the top of the Chalice of Tar. I finally got around to finishing the ruins here. The same elevator from below by the Vermillion Book will lead to the ruins which now contain a jumping puzzle to the north. The jumping puzzle naturally leads to the small platform in the area that contains the Crystal Shard. The boss is roughly the same level as the enemies in the area.

- Landrunners have been reworked to be much tougher level 60ish enemies and to not respawn. They are incredibly annoying now and I love it.

- Another new enemy has been added to The New World in addition to the Mushfumes. Rockomodos will become much tougher the later the fight goes on. Expending resources to kill them quickly should make the other fights in the area more interesting if you're unable to avoid them.

- A small sidequest in Greenshire Reprise to gain a useful early Hunter item.

- Good-Getters finally have a trainer, allowing any sadists to refight the bosses they've defeated.

- People liked the Penguins I hid all over Tall, Tall Heights, so I added more.

- Chaos options should now all work. This took an ungodly amount of effort and I'm sure I've missed a few things.
- Good-Getter bosses, their Shopkeeper, their meme items and their skills are isolated to them.

- Many, many item changes. Since evasion isn't just a bonus added to some items anymore, items have been sprinkled about that help the evasive tank playstyle. Adept being capable of equipping any weapon doesn't change too much as all weapon abilities are tied to specific weapon types anyways but a few items needed slight adjustments.

Update: 19 Feb, 2024 @ 9:48pm

Update: 17 Feb, 2024 @ 11:45pm

Update: 17 Feb, 2024 @ 9:44pm