Post by Alice on Apr 24, 2015 19:40:59 GMT
Hello there, all you dear, transient flesh sacks! We have a surprising announcement to make! Well, maybe not terribly surprising. But for those of you that have been with us a while, you know these rarely come outside of FMBs, so something must be up, right? Well, guess what? You'd be right! We have quite a few things in stock to tell you about! We decided on a few small changes in the system, added more stuff, and even produced a means of getting more free stuff! I, the bestest admin, will be covering these things below. Hold onto your seats, kids. Things might get a little wild~
Equipment Enhancing
Don't get this confused with modding, kids. We've decided to alter how weapon upgrading works here, and in a way I think all of you can get behind, at that. Now, we will let you pay the difference between equipment levels, similar to how skills work! Let me explain. If you had “Agi”, but wanted “Maragi”, you could spend 700, the difference, and get Maragi. Originally, if you had an L1 Weapon, but wanted an L2, you'd just have to suck it up and pay 750. Not anymore! If you have an L1 Weapon, but want L2? You can pay the difference, which would be 500, and you'd have a shiny new weapon! This isn't just for weapons, however. Weapons, armor, accessories, anything with levels can be upgraded to their higher-level, or more effective, counterpart, simply by paying the difference. Got mods on your gear? Don't worry! Those carry over normally, as well!
Naturally, there's a restriction on that. It'll be found in the rules or shop, but we'll include them here, as well, for the sake of comprehensiveness.
When upgrading, you cannot change the basics of the piece in question. An L1 Slash weapon won't become an L2 Strike weapon. The weapon must retain the rough idea of the previous weapon, and, in addition, it must retain the basic attribute originally assigned to it. Naturally, a Fire-modded sword will not become an Ice-modded sword during the upgrade. Similarly, a Resist Wind mod, when enhanced, won't become a Null Lightning mod, nor will a Light Boost accessory become a Dark Amp accessory.
Additional Areas
It's probably a pain for L1's, or people looking for easier fights, to pick between a Museum and an demon-infested hell-park, right? Don't worry! We'll be adding a few good low-level areas that should increase the level of variation in enemies and settings for you. Keep in mind, this is only to tide you over. Who knows what might be added after the FMB is taken down~
New Skills
Were you a little worried about the list of skills maybe not being enough for you? You're in luck, then! We'll be adding the first of what should be several “skill packs” into the shop for consumers' benefits. You'll find a list of additions, as well as their intended costs and effects, below! Additionally, we have a couple of alterations on existing skills.
Power Charge and Mind Charge can now be used on other targets. The overall effect is the same as before, but now someone can use either on someone else! Good in case of a boss that nulls your strong point!
(500) Imbue [Status] - Target weapon has a 25% chance of inflicting [Status] for five turns. Can be used on others.
(500) Imbue [Attribute] - Target weapon does [Attribute] damage for five turns. Can be used on others.
(400) Makatora - Transfers a small amount of SP to a single target.
(1,000) Memakatora - Transfers a small amount of SP to up to 4 targets. This takes a small amount of SP from the user for every target it is transferred to.
(1,600) Makatorama - Transfers a moderate amount of SP to a single target.
(2,400) Memakatorama - Transfers a moderate amount of SP to up to 4 targets. This takes a moderate amount of SP from the user for every target it is transferred to.
Defender Skills
Allows you to redirect attacks to yourself, with the number of targets you can defend changing on rank. When using these skills, all attributes normally Nullified, Absorbed, or Repelled are now Resisted. Counter works like normal, for each effected attack. All other damage is calculated as it normally would. Additionally, this line of skills is restricted to pure supports/Option 4 in the skill shop.
(1,000) Barrier - Redirects all damage the aimed at up to 2 targets next turn, to the user in exchange for weakened defense.
(2,000) Wall - Redirects all damage the aimed at up to 3 targets next turn, to the user in exchange for weakened defense.
(3,000) Aegis - Redirects all damage the aimed at up to 4 targets next turn, to the user in exchange for weakened defense.
Advertisement Promotion Extension
Rather than making another ad promo, we opted to extend the current one. The terms and tiers will be edited into the opening post of the promo, but we'll sum them up here for your ease of access!
Tier 4
Following the initial three tiers, Tier 4 requires 40 advertisements. If you already accomplished the first three tiers, then you just need another ten ads. The reward for this tier is a 1,000 FP coupon for the equipment store. How you spend it is up to you, but, with the new “equipment enhancement” implementation, it'll probably be much easier than you think!
Tier 5
And our new final tier requires a total of 60 advertisements. A moderate jump, yes, but it'd have to be. The reward for this tier? A flat 750 FP. How you spend it, naturally, is up to you.
So, if we add all of it up from zero? A person doing the advertisement promo, to the end, receives. . .
1,500 FP
A 1,000 FP coupon for the equipment store
And their choice of a small, cheap piece of gear.
Why, if you hadn't done it yet, there's plenty of reasons to do it right there! For those of you that have already done it to a degree? Well, now there's another chance to get us some more bodies. Fight on, young warriors! And slaves.
Oh, and if you have comments or questions, you can just drop those beeeloooow~
Equipment Enhancing
Don't get this confused with modding, kids. We've decided to alter how weapon upgrading works here, and in a way I think all of you can get behind, at that. Now, we will let you pay the difference between equipment levels, similar to how skills work! Let me explain. If you had “Agi”, but wanted “Maragi”, you could spend 700, the difference, and get Maragi. Originally, if you had an L1 Weapon, but wanted an L2, you'd just have to suck it up and pay 750. Not anymore! If you have an L1 Weapon, but want L2? You can pay the difference, which would be 500, and you'd have a shiny new weapon! This isn't just for weapons, however. Weapons, armor, accessories, anything with levels can be upgraded to their higher-level, or more effective, counterpart, simply by paying the difference. Got mods on your gear? Don't worry! Those carry over normally, as well!
Naturally, there's a restriction on that. It'll be found in the rules or shop, but we'll include them here, as well, for the sake of comprehensiveness.
When upgrading, you cannot change the basics of the piece in question. An L1 Slash weapon won't become an L2 Strike weapon. The weapon must retain the rough idea of the previous weapon, and, in addition, it must retain the basic attribute originally assigned to it. Naturally, a Fire-modded sword will not become an Ice-modded sword during the upgrade. Similarly, a Resist Wind mod, when enhanced, won't become a Null Lightning mod, nor will a Light Boost accessory become a Dark Amp accessory.
Additional Areas
It's probably a pain for L1's, or people looking for easier fights, to pick between a Museum and an demon-infested hell-park, right? Don't worry! We'll be adding a few good low-level areas that should increase the level of variation in enemies and settings for you. Keep in mind, this is only to tide you over. Who knows what might be added after the FMB is taken down~
New Skills
Were you a little worried about the list of skills maybe not being enough for you? You're in luck, then! We'll be adding the first of what should be several “skill packs” into the shop for consumers' benefits. You'll find a list of additions, as well as their intended costs and effects, below! Additionally, we have a couple of alterations on existing skills.
Power Charge and Mind Charge can now be used on other targets. The overall effect is the same as before, but now someone can use either on someone else! Good in case of a boss that nulls your strong point!
(500) Imbue [Status] - Target weapon has a 25% chance of inflicting [Status] for five turns. Can be used on others.
(500) Imbue [Attribute] - Target weapon does [Attribute] damage for five turns. Can be used on others.
(400) Makatora - Transfers a small amount of SP to a single target.
(1,000) Memakatora - Transfers a small amount of SP to up to 4 targets. This takes a small amount of SP from the user for every target it is transferred to.
(1,600) Makatorama - Transfers a moderate amount of SP to a single target.
(2,400) Memakatorama - Transfers a moderate amount of SP to up to 4 targets. This takes a moderate amount of SP from the user for every target it is transferred to.
Defender Skills
Allows you to redirect attacks to yourself, with the number of targets you can defend changing on rank. When using these skills, all attributes normally Nullified, Absorbed, or Repelled are now Resisted. Counter works like normal, for each effected attack. All other damage is calculated as it normally would. Additionally, this line of skills is restricted to pure supports/Option 4 in the skill shop.
(1,000) Barrier - Redirects all damage the aimed at up to 2 targets next turn, to the user in exchange for weakened defense.
(2,000) Wall - Redirects all damage the aimed at up to 3 targets next turn, to the user in exchange for weakened defense.
(3,000) Aegis - Redirects all damage the aimed at up to 4 targets next turn, to the user in exchange for weakened defense.
Advertisement Promotion Extension
Rather than making another ad promo, we opted to extend the current one. The terms and tiers will be edited into the opening post of the promo, but we'll sum them up here for your ease of access!
Tier 4
Following the initial three tiers, Tier 4 requires 40 advertisements. If you already accomplished the first three tiers, then you just need another ten ads. The reward for this tier is a 1,000 FP coupon for the equipment store. How you spend it is up to you, but, with the new “equipment enhancement” implementation, it'll probably be much easier than you think!
Tier 5
And our new final tier requires a total of 60 advertisements. A moderate jump, yes, but it'd have to be. The reward for this tier? A flat 750 FP. How you spend it, naturally, is up to you.
So, if we add all of it up from zero? A person doing the advertisement promo, to the end, receives. . .
1,500 FP
A 1,000 FP coupon for the equipment store
And their choice of a small, cheap piece of gear.
Why, if you hadn't done it yet, there's plenty of reasons to do it right there! For those of you that have already done it to a degree? Well, now there's another chance to get us some more bodies. Fight on, young warriors! And slaves.
Oh, and if you have comments or questions, you can just drop those beeeloooow~