Episode 4 Update!

Elements II: Hearts of Light

The highly-anticipated sequel to Elements: Soul of Fire, here at last! A mysterious little girl. An insidious plot to resurrect a great evil. The legend of a faint and fading hope. And a band of young heroes desperate for answers.

The rest of Episode 4 is finished. As I said, it includes the next couple of areas, as well as Raya's Combos and new Party House scenes (depending on the house you picked, of course). I'm always making miscellaneous little changes, adjusting the power of skills and so on. So this list may not be absolutely complete, but it's something: - Wide Strike was weakened with the first release of Episode 4, but I neglected to note it. Also weakened Fan Wind and Lavish Spender (though I'm not sure anyone would be leveled high enough to have that yet). - Forgot to note last time, a couple more tile passability errors were fixed. I feel like a bonehead whenever I find them, be assured. - Jazzed up the World Map screen a little bit. - Vanguard and Taunt didn't work very well. Now they do. - Made Garima a little better against regular enemies. - Gravity Surge was supposed to create a weakness to Earth for all enemies, but it had no effect on those who completely resisted Earth (it still did zero damage). This has been changed so that those enemies now can be damaged by Earth, and Gravity Surge increases Earth-based damage for them as it always did for others. - Reduced the damage incurred by walking in lava and poison. Because there's going to be more of that very soon. :) - The system I'd set up for captured monsters' stats resulted in many of them having the same starting values. I've modified this so there's more distinction between them. - Luna Power and Luna Guard subtracted too much from Lala's FP if Elwyn initiated them. This is because I changed their cost early on, but forgot to retrofit the case for FP subtraction if Lala isn't the initiator. In any case, they've been fixed. - Here's a funny little oversight I caught. If you initiate a Combo and one of the other participants is blind, the Combo fails; but blinded characters could initiate Combos themselves. I changed this so that blind status locks Combos altogether. - Caught another loophole for triple and quadruple Combos that allowed them to be used without the proper FP requirements. Please enjoy, and I hope that you'll look forward to Episode 5 with me! Love, Jeremy