Astral Stigma

by Mana Production
Astral Stigma
"Rebel and seek the truth of this world."
ID:2600656
 
Sup everyone, it's been a while that we haven't posted an update about Astral Stigma's progress. A lot of stuffs to do in real life, while managing time to work on the game at the same time is a bit of an hassle but eh, as long as a little progress is being done, it will get there eventually. 2020 hasn't been much forgiving for everyone, but hope for y'all that is going through a hard time to have positive vibes to pass through this. #PositivityVibesCheck

All right - I'm just going to list some updates from past months to now for the game. A lot of changes and a lot of stuffs have been added (with a lot of thoughts)
Patch 0.20 May-August Patch (08/08/20)


Status Ailments have been the most worked in these updates.
Most of the Status Ailments are linked to an element
Aisiar [Death] - Being the reverse of Raisia (Life)
Being resistant to the Darkness element, it will help reduce the chance for Aisiar to be effective. Death / K.O. status ailment is self-explanatory. A character that is K.O. in battle is unresponsive until they are revived by someone using a revival spell or a revival-specific item. Upon death, the character no longer exists in the IP Bar and will only re-appear upon revival at 0 COM Point.
Doom
Doom is a status ailment that is a Timed Death which leaves no hint before death takes the target. This status can only be cured by one specific supportive spell. It can't be treated with items nor naturally.
Psyche [Control]
Being resistant to the Fire element, it will help reduce the chance for Psyche to be effective. | Control is a status ailment that allows to turn a player or an enemy against their own party. Offensive Magic/Skills will be used at their allies while Supportive Magic/Skills will be used at their enemies. This status can be healed naturally as the battle goes on or through the use of a supportive spell or a specific item.
Nightmare [Fear]
Being resistant to the Water element, it will help reduce the chance for Nightmare to be effective. | Fear is a status ailment that cause the target to shriek in fear. It disables them the use of Skills and being more weak to Magical Damage. This status can be healed naturally as the battle goes on or through the use of a supportive spell or a specific item.
Seal [Mute]
Being resistant to the Wind element, it will reduce the chance for Seal to be effective. | Mute is a status ailment that causes the target to be unable to cast Magics. This status can't be healed naturally and it will require the use of a supportive spell or a specific item to cure it.
Venom & Venomian [Poison]
No elements linked to this status ailment. Equipments with resistance or immunity to Poison will help making these spells ineffective. | Poison is a status ailment that causes damage on the target overtime. Venom being the lesser poison, the damage overtime is less fast and less threatening than its superior version, Venomian. It doesn't kill the target, it will leave at most 1 HP. Venomian will damage the target at a faster rate and will also kill them if not cured. | This status can't be healed naturally and it will require the use of a supportive spell or a specific item to cure it.
Echosius [Confusion]
Being resistant to the Light element, it will reduce the chance for Echosius to be effective. | Confusion is a status ailment that causes the target to attack anyone in the field, regardless of ally or foe. This status can be healed naturally as the battle goes on or through the use of a supportive spell or a specific item.
Static [Paralysis]
Being resistant to the Electric element, it will reduce the chance for Static to be effective. | Paralysis is a status ailment that causes the target to be numb at random times. There are chances that actions selected by the target won't go through and make them lose their action turn. Paralysis also decrease the physical damage dealt and increases the physical damage taken. This status can be healed naturally as the battle goes on or through the use of a supportive spell or a specific item.
Bind [Slow]
Being resistant to the Earth element, it will reduce the chance for Bind to be effective. | Slow is a status ailment that affect the target's speed, whether its their Turn Speed or their walking speed in battle. This status can be healed naturally as the battle goes on or through the use of a supportive spell or a specific item.
Zerce [Petrify]
Being resistant to the Ice element, it will reduce the chance for Zerce to be effective. | Petrify is a status ailment that causes the target to be unable to do anything. It considerate like being "dead" and will force a game over if everyone in the party are unresponsive also. This status can't be healed naturally and it will require the use of a supportive spell or a specific item to cure it.
Lullaby [Sleep]
No elements linked to this status ailment. Equipments with resistance or immunity to Sleep will help making these spells ineffective. | Sleep is a status ailment that causes the target to fall asleep in mid-battle. Their Turn Speed remains static at where it was left. This status can't be healed naturally and it will require the use of a supportive spell or a specific item to cure it or being hit by an attack to cause a wake up.

These are all the status ailments that are present in Astral Stigma.
Supportive Spells to cure these statuses have been added, only the supportive items have yet to be worked on.

Battle System: SP System
The SP System has finally been put on to work before the appearance of characters' skills. The Max SP is 200, that is for everyone, but the way of gaining SP varies depending per action.
Combo Actions: +2 ~ +4 (Per Hit Dealt) | +1 ~ +2 (Per Hit Taken)
Critical Actions: +2 ~ +6 (Per Hit Dealt) + 5 (For cancelling a target's action) | +1 ~ +3 (Per Hit Dealt) + 10 (For getting an action cancelled)
Magical Actions: +1 - +4 (Per Hit Taken) [Using Magics doesn't help gain SP]
Status Actions: +0
Damage Taken akin to 10% of your current MaxHP: +2 SP per 10%
Also players must be observant of their health and status. Death will cost you to lose all the accumulated SP. SP-specific items will be soon worked on along.

In-Game Menu features a Menu BGM that plays upon opening the menu and revert back to the area's BGM upon closing it.

Party Member AIs has been improved from the last time it was mention. The first member to join the party in the game's storyline has been used as tests by observing her reactions face against battle situations. Managing to prioritize the player's status and the number of enemies while attempting to learn any weaknesses that can be used against them or any resistances that can be avoid to avoid wasting resources. So far, the results are satisfying enough. Much more to see with more AIs and Enemies to create different situations on how to improve it much more later on.



Characters Stats have been changed to mostly fit the elements they are strong with and are weak to, along their specified equipment in the future. Once the Soul Grid will be worked on, the players will have a bit more freedom on how they wish to handle their character along with the Soul Elements.


A lot more update to tell, but that will be for the next log. For now, I will leave with this. Until then, have a nice upcoming week everyone.