Beatitas 1.2 Update is here!

With this update comes some quality of life changes, bug fixes, and some minor grammar fixes. Below is the full list of notes. [b]Overall[/b] [list] [*] The mouse in battle was more of a hindrance to game play than it was anything else. You can still use the mouse to make selections, however the mouse cursor hovering over a certain enemy will no longer cause the game to permanently select that enemy. [*] The 'All Allies' and 'All Enemies' selection has been removed since its only purpose was to be used for mouse controls. Now the only way to select all enemies or allies is to press the respective direction on the pad [*] The optimize feature has been dramatically improved to be focused on each characters primary attributes. Previously the optimize feature leaned towards whatever gear had a significant amount of HP or MP and disregarded attack based stats. Now all characters are properly adjusted so that they will receive more optimized gear [list] [*] This change lead to many other HP related changes no longer being required as the significant increase in attack that should have been used will now be more readily available by using the optimize feature. [/list] [/list] Trial 3 [list] [*] After fighting the boss of this trial, it was possible to walk back from where you came and reactivate a trigger to fight the boss again. This has been resolved [*] The path to approaching the boss has been adjusted to flow smoother [/list] The Cave [list] [*] Grammatical errors were updated where a character was being called by the wrong name [*] The boss of the cave has been adjusted significantly as without the full DPS power going and gimmicks, they just hit too hard and had too much health. It was a DPS race or a long struggle at a time where resources were not abundant or powerful, and did not offer the experience I was looking for. [*] The path to approaching the boss has been adjusted to flow smoother [*] When solving the switches puzzle, the movement is altered to grid movement to prevent multi switch presses, however with every step you end up turning downward. This caused issues resetting the puzzle, as well as just movement in general. This has been fixed. [/list] The Boat [list] [*] Jet Stream, when targeting multiple targets, played the audio on top of itself multiple times causing it to be incredibly loud. This has been adjusted to only play the audio once regardless of the number of enemies. [*] The path to approaching the boss has been adjusted to flow smoother [/list] The Fortress [list] [*] This dungeon, in general, was very difficult to manage. Each sprite has now been updated to provide a more appropriate appearance to be less confusing during battles. [*] Raining arrows, when targeting multiple targets, played the audio on top of itself multiple times causing it to be incredibly loud. This has been adjusted to only play the audio once regardless of the number of enemies. [*] The boss of this area's "Phases" was not acting appropriately, interrupting attacks and causing very odd experiences. This has been adjusted to still occur at appropriate health triggers, but not in the middle of multi-hit attacks or DoT ticks [*] The path to approaching the boss has been adjusted to flow smoother [*] The escape sequence has additional instructions to help explain the mechanics more thoroughly. [*] If time ran out, the Retry text had the potential to trigger more than once, which means you could select try again once, but then on the second pop-up, in the middle of retrying, you could accidentally select no and force a game over. This has been fixed. [*] The paths exiting the escape sequence have been adjusted to flow smoother [/list] Final Boss [list] [*] The health of the final boss remains unchanged, however the health percentage triggers were reduced. With the combination of an appropriate optimize mechanic, this boss should feel more appropriate as a final boss instead of an endurance test. [*] The hint station has been updated regarding gear slots. [*] All of the phase switching was not acting appropriately, and could sometimes happen between attacks when the HUD was disabled, also interrupting multi hit attacks. This has been adjusted. [*] The final "Phases" were not acting appropriately, interrupting attacks and causing very odd experiences. This has been adjusted to still occur at appropriate health triggers, but not in the middle of multi-hit attacks or DoT ticks. [*] The Cripple debuff spell now decreases both physical and magical damage drastically instead of just physical. [/list] Thank you everyone for your feedback to help me continue making this game as great as I possibly can! I will continue monitoring feedback provided on these forums and hope to continue improving this product to all of you who have supported it. -StFP Studios