Somehow, in the midst of being eaten by irl, I've been managing to get work done on SEM. Especially recently. Thankfully I've managed to clear away all of the bothersome menu work. But while doing so, I also made some minor changes as well.
Caith's presence has been added to all the growth systems and menus. So that's finally out of the way. Re-arranging things to make room for her was a pain, but I managed to push down my irritation and finally just do it. It took almost a year of procrastination and slowly chipping at the wall to get to this point though. I feel that maybe I shouldn't gotten here sooner, but alas. Motivation is a fickle thing.
Secondly, some changes have been made to the Advancement System. The menu where skills and abilities are learned. Specifically in terms of learning spells. Before, all characters had ten spells, but only five Ether Ranks. Which meant they'd end up with any combination of those ten spells by their choice.
Well now, I've changed it so that the player will need to learn every spell in every tier in order before they can proceed to the next Ether Rank. So now, Gunnar will need to learn Thunderbolt and Shade Imperial before his Ether Rank progresses to 1 from 0. That way, more advanced spells are kept away a bit longer and earlier spells will be available to use.
The main point of this change is that you will never end up potentially missing an element you may find yourself needing down the line.
And that's pretty much all. This update's been entirely about the boring coding side of things, so I don't really have anything to share there. But with all of this crap out of the way, I can finally get to work on the story again. The menus and walls of code are finally out of my way as far as I can tell!
...But additional spriting remains. But that can...probably be tackled over time.
But let me throw this in.
It's a more modern(but drawn a while ago) rendition of Patchoulli's SEM design.
And with that, I bid adieu~