Another month!
This was one of those months where I didn't advance the playtime of the game any, but did get a bunch of mechanical and art-related things done. Funny how that is.

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One of the main things I did was work on three other temporary characters you get, this time ones only encountered if you take certain scenarios first. They're all healers of some description, but they also cover some other position in the lineup you'll be lacking in at the start:

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89 is a Sage, who acts as a second magic-user for the party, and gets [fleeting] buffs and debuffs to use.

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Buur gets to be the sole physical fighter in a party of magicians, and gets both a good self-buff and the ability to spread effects on themselves to allies.

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Manan is a second archer, with the ability to shore up defenses a little bit if pure offense isn't a great answer. Unlike the other two, I haven't yet given him any really notable animations for when they're in battle.

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Other battle stuff! I've had the bomb status penciled in since I started getting statuses set up, but waited until now to get it working. It does nothing until it hits 1, at which point the afflicted is KOd and does their HP in nonelemental damage to everyone in battle.

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I also got some other items set up. Multitarget healing items can now work out of battle, and the all-important elixir equivalent is now set up. The power being there and at such a high value is a bit silly, though - might have to get that to display N/A instead.
[Ignore the numbers getting carried along like that - I need to get a proper solution to displaying the item count on this menu set up.]

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Another battle backdrop, and a new background effect to go along with it. It does a vertical wave effect, which does require the right background to really make apparent, but does help sell anything water-related.

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Kyantegi, the next town on the list, has now been mapped out. It's in two parts - an upper portion on the hills, and a lower portion by the sea.

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The interiors are also done. I'll probably end up mucking around with the graphics further at some point in the future, but that's a problem future me can fuss over.

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And, moving onto the next area I'll need to map out, I moved some things around to allow for the ground effect zones to work when other mechanical zones are around, letting me do stuff like what's going on here, where I can have these shallow water currents around.

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Now, the original plan was to go with the tan cave tileset for the next dungeon - but making a substantial dungeon out of that would get a bit tiring, and ultimately isn't really that appropriate for the location. So instead I went and drew up something with much more of a seaside feel to it.
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Other things I got done:
- There's now the ability to press the option key on some menus to display some secondary information - stuff like skill lists instead of equipment and the like.
- You can now also equip your entire party in the equip menu, not just those in your current lineup.
- I drew some other enemy sprites, but you can see them ingame or if I decide to use some of them to display an effect of some description.
But that's another month. I have a few things I feel I should get done, but it's really a case of choosing what to deal with first at this point.