Farewell Avalon 0.2.1: Archa-Mech Update is out!


After the Messhall Mayhem update, we've charted out the course for the game's next updates during the 0.2 cycle. A lot of reworking and new frameworks are in the works as our ("Razeacc"'s) coding skills improve over time. 

This update focuses on the reworking of Farewell Avalon's electrical systems, and dubbing them a proper title now: The Archa Machine System. All the interactables in Outpost 7 have been refined and polished up to be infinitely more modular and customizable, letting us create new machines over the course of this update cycle. Pickups and AoE fields have also been polished to be more modular, for easier creation of them.

And to showcase some of these new systems, we've opted to give a sneak peak of what the next updates will be tackling by completely overhauling the Cradled Marlimech boss fight. It now has more than 1 attack, and difficulty settings have been added to enhance the game's accessibility.

Without further ado, Team RuKiMi presents:

The ArchaMech Update


Version 0.2.1 Changelog:

||NEW FEATURES||  
<< Mechanics >> 
||Reworked Archetech Systems|| 
> After reprograming the machines in Outpost 7, both the ones used by the Avalonians 
and their invaders, they've become more modular and now offer a plethora more potential 
for gameplay opportunities. 
Not only have the current machines been overhauled, but new machines now exist.  
+ Ava Bulb (Archa Machine) 
Simply the old lights visible across Outpost 7. 
They can now be turned on and off.  
+ Outpost Switch (Archa Machine) 
Similar to the Outlets, but they don't need a battery. 
Instead, they draw charge  from Outpost 7 itself. 
However, they conveniently mostly seem to just keep Ava Bulbs on.  
+ Healing Stand (Archa Machine) 
Although used to aid rebel-aligned archkin, they also heal Archie somehow. 
Just stand in its radius while activated.  
Although... stay away from this circle if The Skribble is absent.  
+ Impact Generator (Archa Machine) 
When Archie hits this, it generates a level of charge and powers whatever it's connected to. 
(Currently not in-game)  
|| Difficulty System || 
To allow for more accessibility, difficulty options have been added to the game. 
They don't affect a wide variety of features as of yet,  mostly just reducing some 
values and disabling certain unforgiving mechanics, but its main use currently is 
in the Cradled Marlimech boss fight.  
Setting the difficulty to Easy turns off some of the overtly challenging aspects of the fight. 
Meanwhile, Canon difficulty puts you in the shoes of Archie and lets you experience their 
journey as canonically immersive as possible. 
Fights are more difficult, and the story can affect mechanics in a fight. 
(IE: The Cradle's "Trivial or Justified?" Passive)    
||Reworked Cradled Marlimech|| 
The boss' rework was based off received feedback. 
It's now a bit less tanky (dependent on difficulty), while having a lot more variety.  
- Shrunk the Cradled Marlimech down to its proper size. 
- Since it has slimmed down, it can now casually move through Fracturing Tendrils and other enemies. 
- Although, tendrils summoned by the Marlimech have also been shrunk and had their 
collission disabled to allow Archie to walk through them... 
So has The Marlimech really slimmed down? 
- Boss health and switch health has been decreased 
+ After each switch, several things happen to the Marlimech: 
- Boosts healing by 1 per switch 
- Reduces attack by 1 
- Increases attack speed/"anger" 
- Spawns more tendrils 
- Boosts speed and lunge force 
- Advances the new attacks to their next phase, or unlocks a new attack 
- The Skribble's Damage over Time support attacks faster and at a wider range  
+ NEW ATTACKS 
|| Marlikan Technique: Redonda || 
After dashing towards you, it gains 1 charge. At 6 charges and when you're within close range, 
the Marlimech activates its second sword and enters the Redonda state, 
performing Marlikan Arnis-inspired slashes around it for a few seconds.  
The damage radius is indicated by an AoE. 
At 2 switches left and on Medium difficulty, this attack reaches Phase II.  
The Redonda state starts spawning Redonda particles around the Marlimech. 
These pickups go to the boss, but will hurt Archie if hit.  
Redonda Particles charge the Marlimech's Fractured Frequency meter, indicated behind its switch counter. 
At Canon difficulty, Redonda particles have a chance of healing the boss, with this healing 
doubled at 0 switches left. 
Redonda particles also spawn in at 3 switches left on Canon difficulty.  
|| Modus Operandi: Fractured Slash ||
 The Marlimech unlocks this attack at 1 switch left. 
Once the Redonda state ends, the Marlimech  may pause for a moment to convert its stored up 
Fractured Frequency into Charged Frequency. 
It then leaps into the air and slashes its overloaded blade, spending its Charged Frequency 
to launch a wave of Fractured Slash projectiles at  Archie's direction.  
After the slash, the Cradle teleports the Marlimech above its target as it performs a plunging attack, 
dealing another set of massive damage. 
At 0 switches left and on Canon difficulty, this attack reaches Phase II.  
At that point, the plunge forms a ring of tendrils  around Archie before it strikes down.  
|| Passive: Trivial or Justified? || 
On Canon Difficulty, after The Skribble complains about the quantity of Tendrils, 
The Cradle starts  spawning a large Tendril at The Skribble's position 
every few seconds. This tendril has the same health as other summoned tendrils, 
half of a normal tendril. 
It's merely just to harass The Skribble— Archie is but a mere victim of collateral damage.   
<< UI >> 
+ The Marlimech's Switch counter now also acts as an 
indicator for its Fracturing Frequency and Charged Frequency. 
(This would have been in the Marlimech rework section of the changenotes, 
but I wanted to put more stuff here for UI lol - Razeacc)  
+ Added Difficulty header to the Gameplay tab in the settings 
+ Reorganized Gameplay tab   
<< Details >> 
+ Added a Healing Stand to Floor 1 
+ Added battery outlets to the other side of doors to allow opening from both sides  
(may not have been the best choice for the Avalonians) 
+ Reorganized some of the Archa Machine placements, especially in Floor 1   
<< Textures >> 
+ New sprites for the new Archa Machines: 
- Outpost Switch 
- Healing Stand  
<< Audio >> 
+ New sounds for Archa Machines: 
- Bulbs turning on/off 
- Outpost Switch turning on/off 
- Gates open/close animation 
- 3142Hz droning ambiance when near the healing tower, hijacked core, and its projectile  
+ New sounds for using, picking up, and taking out batteries from outlets. 
 
+ The Cradled Marlimech's boss theme (From M4RL1K4, with love) now has extended 
vocals from the 0.2 trailer.  
The vocals play diegetically from the Cradle, so it now spits bars while trying to tear you apart. 
(NOTICE: The vocals ONLY PLAY in Canon difficulty, to add a layer of epicness 
when you attempt this monumental feat.)  
<< Misc >> 
+ Completely reworked pickup mechanic, allowing for more modular pickup creation.  
+ Added a new pickup to the Marlimech Boss. When a Tendril it summoned is defeated, 
it drops an "Emergency Heal" rather than the typical yellow sigil pickup. 
This new sigil is courtesy of The Skribble. It heals a little less and despawns quicker, 
but flies faster and even goes to Archie regardless if their health is maxed or not.  
+ You now have a brief set of iFrames (invincibility frames) when you're attacked while 
in Skribble Switch. In easy difficulty, these frames are doubled and are active even outside
of the Skribble Switch.
||CHANGES/BUG FIXES|| 
+ Reworked Ava Gates They now feature a proper open/close animation with sounds 
that were totally  not in the game files for over a year but 
were just unused during that whole time. 
+ Hijacked Cores no longer have inputs built-in to them, taking up less space.  
+ Reworked Health Pickups They no longer follow you when you're at max health. 
Even moreso,  they won't even be picked up when Archie is healthy and all good.  
This should keep them saved up and not wasted until you actually need them. 
+ Health pickups also disappear after 10 seconds, so you can't stockpile them anymore. 
+ Batteries no longer randomly rotate when dropped (it was buggy with their new interactable characteristic)
+ Reworked batteries You don't automatically pick them up now, and use the interaction mechanic.  
You still can't pick up more than 1 battery though if you already have one (may change).  
+ Some sprite files should be smaller now after we learned how to properly used Pixels Per Unit  
+ When fast restarting Floor 2, only 1 free battery spawns near the Marlimech platform, but 
the 3 other converters are now powering it.  
+ Dash speed, duration, and rate has been buffed
+ CritCombo skill has been buffed. 
You now deal more damage below 7 combo score— and above 7,
that's when the combo damage boosts your melee attack.
+ Fixed a "Unity Blue" zone in Floor 1
+ Memories now focus the camera onto them when unlocked.
+ The camera now focuses on the Cradled Marlimech
+ Core projectiles' lights now properly shrink over time to match the sprite 
+ Cores now drop their loot upon detonation rather than when their animation ends  
+ New Cradled Core enemy 
(they're just retextured Cariburn Cores with a cradle cradling them. 
They're only used in the Marlimech boss and serve as extra health droppers if needed)  
+ Tendrils no longer loop their attack anim and cast damage when spawning 
+ Tendril animations have it look a lot more subtle, while its outer ring turns red 
to indicate when its "hurtbox" activated during its attack.  
+ When barrier tendrils spawn in the start of the Marlimech boss, they spawn in one 
by one to make it more *dramatic*  
+ Fixed Skribble Cage not being properly angled  
+ Fixed enemies not being able to walk through Skribble Cage (nerf) 
+ Wolves attack from a longer ranger and don't get stuck running to the player. 
Especially big wolves 
+ Wolves deal less damage on Easy difficulty. 
+ WOLVES NO LONGER RUN BACKWARDS AND DYNAMICALLY FLIP!  
> The Sisters are sealed

Files

Farewell Avalon 0.2.1 | Archamech Update 108 MB
Jun 21, 2024

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