

Please backup your save file before using this.

Changelog (E)

Detailed changelog (E) Beware of spoilers?

Partial changelog for next version

Stuff on Ano's blog:

About living weapons.

Is it such a bad idea for living weapon [growth] to be dependent on the date?

1. Players won't know what [equipment attribute] will be gained if they don't look it up.

2. Loading a previous save will not affect what attribute is gained.

3. Players who look things up will be able to choose which attribute is gained.

Date-dependent weapon leveling is the only mechanic that I can think of that fulfills all 3 of the above requirements. The current system allows some degree of choice by letting you choose the category of the attribute gained, but I've always wanted to implement #2 as well. If it's a system that fulfills only #1 and #2, then the game will have to auto-save. If players are able to choose the exact attribute they want, then #1 won't be fulfilled.

If players are able to choose the exact attribute they want but the options that they are presented with are generated at random, then it's not really worth letting them pick if the attribute gain and attributes are the same. But if there's some advantage in doing so then some players will say that save scumming is the only way to make the best living weapon.

If the level-up mechanic is complicated, then it'll be harder to fulfill #2 and #3. On top of that, players who don't look anything up might be tempted to save scum. But come to think of it, auto saving would be necessary even if weapon leveling were date dependent.

If someone can think of a system that fulfills all #1-3, then please let me know. If you don't have any suggestions but just want to say that you don't want a date-dependent system/forget about #2 and #3/go play natural, then please don't.

P.S. One idea I came up with while at work: how about a system where the player gets to choose from one of several pre-determined sets of 10 options? The game will choose one of these sets based on some rule, auto save, then present the options. This should fulfill all 3 requirements. Players who don't look anything up will still be able to choose an attribute that they sort of want in the worst case scenario, meaning that the living weapon won't become junk in their case.