Wednesday, 26 February 2020

Divinion 2.0.1


Hello guys. Here the new update, containing fixes for some issues plaguing last release of Divinion.

- Fixed a bug on a second floor of the Black Tower (if player initially refused to jump, game wouldn't progress on second attempt).
-Rebalanced actor initiative stats. Now at least some of early game fights won't end with enemy barriage right off the bat. To compensate, some mid-game (~lvl 10, so when game starts to get more forgivable) enemies got a slight stat boost.

Here are the download links: MEGA Mediafire


Saturday, 15 February 2020

Divinion 2.0: Apex - release!



Hello again!

As promised with last State of the Game, I come to you with "final" version of Divinion. Forgive me for the delay; when I was writing my last post, the ending was already done, but changes made to overall stroyboard forced me to switch things a little. As a result, large chunk of final chapter had to be either redone or scrapped entirely.

To be clear, new content in Apex is not that long, at least compared to 1.0. However, 2.0 brings not only a new adventure, but also some changes to previous areas. First of all, early game enemies were made easier. On the other hand, some bosses have been tweaked to offer more resistance to more hardened parties. Crafting materials are a bit more abundant around the world. A few new conversations were added to fill some gaps within strory and lore. And of course, as per every update, armies of typos were mercilessly exterminated :)

Here's the download link for 2.0 I hope you'll enjoy the game!


Saturday, 14 December 2019

State of the Game: 2.0 "Apex" update


Hello guys, long time no see! Forgive me, I really forgot to update you on my progress. A lot has happened since last release, so let me give you quick update on status of the game.

First of all, I had to modify my plans. Initially, I planned Divinion 2.0 to contain entire last arc of the story, and continue from the base game. This had to be scrapped for two reasons:

- Despite my best efforts, I gave up on RPG Maker-style combat. I simply ran out of ideas how to make it fun. Furthermore, most complains about the game were focused on combat and early combat balance. Because of that, I decided to completely redefine my approach to the combat systems.
- I came with quite neat idea about certain gameplay systems, but it's impossible to implement within framework provided by current Divinion.

There's also third reason, though much less important: I'll be switching from HoneySelect to Koikatsu models for H-scenes. They simply fit story and aesthetics of Divinion much, much better.

Therefore, I decided to have last arc of the story to be once again, a separate game - while Divinion's story arc will be finished in a short last chapter that shall come out around New Year's. The update, aside from new content, will also include some tweaks that should make game easier in the early stages.

To be honest, last few months I've been fiddling with a prototype of a different game, - it started as testing ground for a new ideas, but grew so big, I might release it some day. For now, however, I will work to release Divinion 2.0 ASAP - as for wherever I will focus on this new project or dishing out final part of Renan's trilogy, I will decide after Christmas.

Thank you for your patience, and hopefully, see you before 2020.


Saturday, 11 May 2019

Divinion - 1.0.1

Hello guys, I bring you another update. This time it's only bugfixes, since I'm still on a break from development.

Here's the download link.


Changelog:
-Fixed a bug which allowed players to reap rewards from "The Crown of Sunder" indefinitely
-Fixed a bug which prevented further uses of artroscope in Valdir after first, failed attempt
-Fixed a bug in which lady wife in "Full Metal Panic" would not allow the party to leave her house.
-Several other minor bugfixes.
-Added short after-ending scene for patrons, foreshadowing further events :)

Also, regarding issue of Noblesse Oblige that pops up here and there from time to time:
a) No, I am not currently working on that project nor have plans to
b) In fact, I lost HS models for the game some time ago, so I'll basically have to start from the scratch
c) I have very small side-project going on with similar themes (heavy corruption, more serious, but not sentai), and if I were to spend time on something besides Divinion, I'd rather work on that.

Thursday, 2 May 2019

Divinion - 1.0.0


Hey guys! The full release is there, finally, with added "true ending", major bugfixes, refreshed HUD and some additional content. 


Now, as I've indicated month ago, I've decided it's time to start valuing myself and beg for money allow my precious fans to support my work with some of their hard earned cash. I was never keen on Patreon, which seems main platform for majority of adult content creators, but after some research I've decided in the end that this is the way to go. Bloody taxes. Anyway, if you like my games and have some spare funds lying around, please do consider supporting me.

I hope you'll enjoy the game. As for me, I need some break to refuel my creative juices. For now, I'll take it easy, but you can still expect at least one bugfixing release, which may also contain patreon-exclusive after-credits scene (unrelated to the story).

Sunday, 21 April 2019

Divinion - 0.9.5



Happy easter!

I've got a confession to make.
Truth be told, ever since I started working on The Dark Lord Rises, I had certain problems writing corruption-related and other "evil" scenes. To put it bluntly, I disliked their, what I perceived, poor quality, how far from my original intent they ended up. I don't know why, maybe it's because of my natural silliness and optimistic nature, but I thought myself unsuited for this kind of content.
Therefore, in the middle of writing Divinion, I decided to change the course a little and get Renan back to the light side. In one of earliest dev diaries I mentioned two planned endings - one "good" and one... "less good". This idea was ultimately scrapped and I've amalgamated both into an ending which ended up in a 0.9.0 release.
Now, when I read comments that being "evil" was the best part of TDLR, I am quite conflicted. On the one hand, it gives me necessary confidence to write darker storylines. On the other, I feel itching need to rewrite final parts of Divinions to add previously removed "Evil" ending, which means more work and delayed final release.
Oh well, screw it. There will be the Evil Ending. Not in 0.9.5 though, because it's simply too much work, and I want to get some bugfixes out ASAP. Keep your saves folder, because it might come handy; getting "good" ending will be necessary to obtain "true" ending.
Also, the story ends in "good" ending, while in "true" ending, storyline will be continued past 1.0.0 release. Just sayin'.

Anyway, here's the download link for 0.9.5.

Changelog:

  • Extended epilogue scene to a full "Good Ending".
  • Fixed several issues with the new sprites, including dimembered lady Glendover and invisible Priest
  • Fixed bug related preventing players from entering Royal Palace in Akerman under certain conditions
  • Fixed some broken code related to "The Source of Magic" quest.
  • Fixed a bug where Guard skill would be removed too early, making it basically useless.
  • Fixed broken variable that allowed players to fight the final boss without going through all the portals. Sorry :P
  • Fixed a bug where quest "Divine Right" didn't give out promised experience.
  • Lowered TP gain from Multi-Shot. Karin is no longer completely overpowered nuker.
  • Corrected movements in several scenes
  • Added more clues related to puzzles in Valdir
  • Added a few new codex entries, including some rewritten books from TLDR.
  • Several minor and one major character (Vanya) received some necessary updates to their sprites and faces.
  • Increased save limit to 50 entries.

Sunday, 14 April 2019

Divinion - 0.9.4


Hello guys, another day, another update. This one's pretty big, so I'll keep changelog brief.

Download Divinion 0.9.4

Changelog:

  • Minor graphical overhaul, including game logo, icon, title screen, taller character sprites, etc. Sprite change is a bit experimental, if you notice any artifacts and blemishes around, please report them in comments.
  • Several minor bugs fixed and scenes made to flow better (especially after Valdir)
  • Rebelanced inventories of several vendors. Bookshop in Trevir now offers maps.
  • Several chests now face a right direction.
  • Rebelanced several enemies, including Lich and Agent at Lake.
  • Passive skills are no longer visible during battles.


That's it for today. Thank you for playing!