LION The last Home Land 0.4.8


Great Day To all

First you might have noticed the change on Name, this will represent better the game and its developer now.

NOTE the Old name will still apear in some sections of the game and in the trailers, these will be replaced soon with he new Names

Finally, here is the First update of the Year and the one after a long time, I apologize for the big delay in posts and updates, the game has been in serious coding reworks and balancing, having said that the game is still under debugging and many balances and bug fixes are still need it, however the game is ins a state where most of the Game breaking bugs are fixed and is way more balanced now, tutorials have improved and new features are implemented and many are being implemented.
Note that there are still several things that need modifications and big fixes, I will be listing those below
Now to begging with the path Notes

First a disclaimer: The Tutorial

The tutorial is being reworked since a lot of things changed, so despite having some updated information, stills need several data and challenges changed, this will be implemented in the next Update.

I recommend starting a new game as there were so many changes that your current save file might destroy the balancing of the game.

Second: Current Detected Bugs

- The grappling hooks
o The Grappling hook has several bugs that cause sometimes miss behavior regarding the grapple cable when you stick the cable at physical objects, this will be Fixed in the Next Update
- Potential issues during the red void and after
o There might be several Bugs and errors from the red void Onward, these are being rechecked and fixed for the next Update
- The Graphics and Option Settings
o There are issues with the Graphic options and several options not saving properly, some users have also reported this, this will be fixed for the next update
- Him Second Battle
o Him second battle have several issues that will be also fixed, another is that the Ai will use the same moves as the first fight, that will be changed with new set of attacks for second encounter

Class Change system

The classes of the children can now be changed in the save heavens, this will allow to have more quantities of a certain class of children that the others, previously you were stuck with only 5 children per class, in the case of the early access, 3 per each one, now you could change them to have like 7 reds, 2 yellows, 2 Blues and 1 Green if you wanted to.
This can only be done in the safe heavens only, so you need to prepare this when you are in the safe zones.



Fixes and Changes to Dialogue system

The dialogue system had changes under the hood that improved it functionality, also several dialogues have been added to several of the cinematics, the dialogue interface and the whole GUI will have a new Graphic Look in the upcoming Updates

The Blue Caverns the and the double Jump

The double jump is now acquired in a section called the blue caverns, this area triggers an event where you meet Him again and will put you into a test as the carver collapses.



New cinematics

The Cinematics have been added, and more are coming, the new ones are about meeting Him several time before his first fight, in the upcoming Updates new short sequences will be added for each of the Bosses Deaths



Balancing

The game has gone a massive balance run, there are still certain attacks, Effects and Enemy attributes that still need adjustment that will be coming in the upcoming patches

Synergist Fixes

The Synergist Role have several bugs that did not allow the children to properly execute the role well when the children where set in that formation, this had to do mostly with the lack of feedback from effects and sounds and the target set code.
Also, Synergist Now can cause damage to the Enemies Defenses when set on that role, aiding in staggering them and also prevent them from recovering from stager as much as possible.

Aggro and enemies’ attacks rework

The Aggro system has been modified to improve its functionality; healers now will cause big Aggro so make sure to attack with impact children with Rosamunde or set children to tanks to keep attention away from healers and Attackers and Synergists

New attack plans

The attack plans menu had several massive fixes to its menu that cause miss behavior, several adjustments are still being made to improve the UX, also new attack plans were made for the main adventure better adjusted to the progress of the player in the Early access world.

New Upgrade system

The Upgrade system has been drastically changed, it uses the same menu but now you need an specific material for each of the 5 attributes to level them up, these can be found on the world and scale with each level you add to the attribute, for example Raw Power requires 1 Sharp Stone, then at level 1 will require 2 to level up to level 2 and so on, Raw Power increases now by 3 Attack of the children per level.
Speaking of the children upgrades are set now by Squadron class, not per children, making it more accessible and less overwhelming to keep track of 20 Children attributes now only have to track 4 classes attributes, Red Cut.
So when you level up a child the upgrade will be reflected in all the children of the same class.

New attacks from enemies

New enemies are being made but not all are being placed in the Early access due to the Early access world being now complete, I’m currently polishing the world and fixing any bugs there to give the best impression possible of what the final game will look like.
Some enemies however will feature new attacks and abilities.

Skill Crystals reworked

The skill crystals were also reworked, a lot of them had their functionality changed and others are still being tested, keep this in mind.

The main World

Just to remind, what you have been playing is a condensed test world, that will not be present in the final game or if it will be as an unlockable, the main world is way bigger and here I will show it
Also, I recommend starting a new game as there were so many changes that your current save file might destroy the balancing of the game.

Enter transition and sectioned zones

The game world got exploited for several reasons including performance and ease of development, I determinate making the game complete open world added few to nothing to the world so I sectioned the worlds between transition zones that allow to better optimize the game and take greater control on the system.
The loading still requires polish and sometimes in rare cases it might crash, I’m currently investigating this

NOTE: SPOILERS of the game Worlds

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This is an overview of the whole world, I must note the game world is not completely open world, as is segmented between fixed entrances and exits, think of it like games like the Legend of Zelda Ocarina of time.

Here are the entrances of some of the dungeons
Mechanimoren



The Spectral Mines



The Gurin



Drazil



The Judges Fortress



There are many dungeons in construction but I will show them under the title game Spoilers: Dungeons, this will be posted whether 3D assets Decorating the dungeons are made.
I will bring more news of the game and work hard to keep the game information as updated as possible.
Have all a great day and Enjoy the game

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