New Update + Hotfixes


-Romance Acheivement is now retroactive. Load a save file with a romance to get it! 

-new Sync animations for bosses 

-Arch-Angel Virgo (Who is no longer Arch-Demon Virgo) has a brand new sprite as well as a new mechanic that gives her bonus stats based on the player’s Hype. 

-Caduceus, Sunlance, Starstorm now all deal bonus damage against Hyped Targets. This is to make Virgo as a boss and as a party member have a theme -Twelve Rematch redone and Twelve has a new SV sprite.

 -Twelve has new moves + a new passive 

-A very significant change to how Hype is generated: It is now limited to once a turn. The reason for this is that, by observing my own and others' playthroughs, it was too easy to accrue Hype. You could often go from 0 to full by using an AOE move or a Blitz/Follow Up move. Conversely, Bosses could do the same to you. Also,o skills that cost Hype tended to refund themselves or generate even more hype,e eliminating the cost aspect of it. (Which was one of my notes with the sequel) With a once a once-a-turn restriction in place, battles are better paced, and Hype level is something to consider. And with a new rule comes the workarounds, notably Akira's Izuna, bypassing the once-a-turn restriction and giving their allies free Hype. There are more examples of skills that circumvent this. Another reason for this change was that I wanted this to be handled by the actual game instead of passive states, so that the game itself could do fewer calculations for less lag. Since I was optimizing Hype code, I went ahead and made the change. 

-MP regen is now a flat increase instead of percentage-based (which is RPG Maker's default). Enemies now play by the rules set in place instead of having tons of Regen based. This reduces the number of pop-ups at the start of turn too, which looks much cleaner and bosses won't randomly gain 32 MP. 

-The text has been updated to be more readable. Skill Menus updated to be more readable on Steam Deck.

-Arch-Demon Ophiucus sprite fixed + New Hype Pose

 -Arch-Demon Ophiucus Graphics now says the name of the Zodiac they are synced with. 

-Arch-Demon Ophiucus has many more moves  and now has specific moves to use if Virgo or Gemini are present/broken. In addition, when synced with Gemini, they will have extremely low agility to maximize the use of the Gemini Passive. (This is very painful). 

-The Arch-Demon Opihucus Clone now has more HP and has different moves depending on what Sync The original are synced with. 

-Asterisk Fight Reworked. Now has an animation when summoning his kin. In addition, the fight is harder. Dev Note: Asterisk isn't salty that he keeps getting owned, but upon replaying that segment of the game, the fight was unsatisfying. Luckily, the biggest problem was that the fight was powercrept. I tuned the fight stat-wise and removed the Rising Ophi jank so that it is worth an achievement. -Esp Fire had a (somewhat) unintentional 2x damage multiplier 

-Verdant Reaper came with a bit of a rework. It now Harvests the Sprout and Vine Trap after following up. Harvesting this heals Kiyota and gives her Hype. /the reason this change was made was for players to interact with Kiyota's passive more. As it stood it was just free DoT, but now there is an interesting decision to make for V. REAPER'S damage. Also, the Exhaust on V.Reaper will be ignored if you harvest, meaning you can chain a level 3 V. Reaper on all enemies. 

-Tendril is now a Curse/Poison move. Removes Shields and Buffs. Has Follow-Up if user has less than 50% HP this change was made to differentiate it from Dire Mire. Previously, they had the same function. 

-Moosh Bash condensed into *two moves. Moosh Bash, which has a Hype Strike like follow up and Moosh Bash Royal, which does lesser damage but hits all foes.

 -Psiblast Update: To compete with ESP Hail and ESP Fire, Psiblast has been buffed to have “Follow Up: Intelligence vs. Intelligence.” It no longer starts each battle costing 10 MP. 

-Dune Blast Update: new animation. Now hits all foes and has no cooldown if you're guarding. 

-Drain Ability Update: Now focuses on one target. -Esp Slam / Esp Blackhole Update: They can now be Twincast. 

-Power/Mind Charge: Holding a charge removes Flash from all skills, but now if you end the action with 2+ Hype, you'll lose it instead of getting Exhausted.  

New Move (Fredek): Haste. A support move that gives an ally -2 MP COST and Full Flash for one action. Gives Exhaustion at the end of the turn. (edited)

-new Costume Move (Fredek): Pyrotechnics: A Fire/Thunder move that has Blitz -new Move (Detritus) Stalagmite: AoE Slam Move 

-The last tier of Weapon Upgrades now costs 3 slots instead of 2

-To compensate. Lots of Equipment have had their parameters buffed

-The Damage Cap and, by extension, the NO LIMIT Tag are both gone.

-Runi Passive reworked: Now gives your 2nd action each turn a flat -1 MP Cost

HOT FIXES AS OF 6/29/2025

-Lots of skips in the game didn't"fade in" now properly do

-Side of Fries now heals instead of hurts you

-Peacemaker no longer gives a whopping +300 Agility

-Psy Echo now counted correctly.

Files

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13 hours ago

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