GAL Ramírez's LION

GAL Ramírez's LION Finishing the New Update

Version
Finishing the New Update
Version Date
March 3, 2025
Links

Patch Notes

Finishing the New Update

Great day to all


I know it has been a long time since the last update I made, the game has undercome several big changes to its basic code and massive gameplay changes that I could not update the game as I changed something and one big bug appeared out of nowhere,
I have the intention to update the game this weekend but a nasty bug appeared suddenly and I will seek to updated this next week.

Now to give you an idea of what I have been making here is a preview
The Class Change system
The player will now have the ability to change the class of the children leaving at least one child per class, this will allow the player to customize the number of children for a particular class.
Basically, a green pierce child can be converted to a Yellow Impact child, A Blue Magic Child and a Red Cut child, changing the basic attack that the child uses
This will be available in the early access from eh beginning, however in the final game this will be unlooked further down in the story.

New Cinematics


The new version will include new cinematics that to improve the story telling, some other new ones are being made while I have to polish and remade some others, here for example I added several sequences and an event when obtaining the winged jump


Enemies Recoding


The enemies are being recoding to solve massive issues with their AI and functionality, bosses most of all then to get stuck and not perform any actions or disappear from the battle field, most of these issues have been fixed and will come in the next patch.

Roles and Stances balancing


The roles and stances had massive balancing problems and sometimes will not work correctly, especially the Synergist Role, all of these issues have been fixed and will come in the next patch,
First the Sentinel mode, did not properly removed the Passive buff when entering their areas when these got deactivated
Second, the Synergist will not properly get the targets and their attacks did not execute sound effects or sounds, also their effects where quite unbalanced
Now the synergist can cause damage to the defenses of enemies being able to stager them as well
The healers also had problems getting the correct target to heal
Also changed the basic damage of the different attacks of each of the classes and Roles attacks and actions so will be balanced, forcing the player to properly set a good combination of children in proper roles and stances.

Upgrading system


The upgrade system has been simplified, to incentivize exploration, I made the upgrades also tied to key upgrade items like Raw Stones that will be need it to upgrade raw power, each time the player upgrades raw power the base attack will increase by 4, this new material requirements will also apply to the other attributes, however Agility and Intellect are being changed, to unlock certain new Passives and AI actions

The New Dungeons


The final game will have a total 8 dungeons, all of them are currently in production, and I’m laying down their navigation and structure, I’m giving here some look at some of them, I won’t tell the names to not give spoilers, latter down the development I will share more information.
The only one I’m naming here is Mechanimoren, this will be the 4th dungeon you visit, here is a preview of the room of the area:


And here are images of the other dungeons under construction:







Massive Bug Hunting


The number of bugs I noticed the game currently upload in steam has is mind blowing, this is the reason I waited so long before updating, I don’t want my game to keep having this nasty bugs in this early access, so I’m making sure everything works as supposed to beforehand, leaving polishing of animation and such for latter focusing in the core gameplay experience.

HUD and GUI rework


I’m currently reworking the GUI and the Hud had several changes, Rosamunde life bar is now at the bottom left close to the children’s data, so eye travel keeps to the lower section of the screen decreasing the time to read information, also the children status when off formation and enemies life bars have been simplified and reduced in size as well as the damage numbers.
This will help reduce the clutter and overwhelming element on screen, the Aggro line has also been adjusted to be thinner so wont block the view on the screen.