Monthly Progress Report



Hello fellow daoists!

It's time, it's time - for some progress! Full disclosure, there's nothing you can play (yet) but I am pretty close to releasing 2.0.9 version of the game.

This version will fix a lot of lingering issues and usher in some permanent and major changes to the game. I've shared most of this with Patrons over the past couple of months, but now I shall share it here with you. And boy, is there a lot to share.


I've spent the past few weeks focused on balancing and improving the game in various aspects. First, let's cover the fixes / minor changes:

  • I fixed a glitch where your training progress didn't show up properly.
  • I added some new training methods to prologue, unlocked Weapon Style and implemented Gear (Weapons and Accessories).
  • Re-balanced enemies.
  • Revamped the skills and how they work.
  • Added 3-4 new skills centered around weapon style.
  • Made it a bit easier to progress through the social paths (exp needed caps earlier).
  • Fixed some other issues with events.
  • Re-balanced stat distribution with the addition of the Intent main stat.
  • Fixed some of the enemy weaknesses and resistances.
  • Added 3 new enemies (might not make it into 2.0.9 - need art).


Now onto the major stuff :

  • I completely revamped the combat system. I did away with the aspects that weren't working and moved it closer to the ideal (original) version of the project. As such, there won't be a need for turn based battle. I combined the two systems so that now battle is turn based .
  • Each turn has a set number of actions called ACT, that can be performed. Use this to customize your approach to defeating enemies. You can attack, change stances for various effects, escape battle, use hidden tools (chapter 1+) and also flying sword arrays (chapter 1+). In addition, you now have a set amount of time to strategize, which is based on your speed as compared to that of your foe.
  • The player's attributes have been changed to have a bigger impact on gameplay, in particular - combat.
  • Each attribute has a secondary function in combat: Strength = higher critical hit rate. Speed = attack first (or not) during turn order, and also determines how long you have to strategize your turn, Agility = Higher evasion rate, Focus = Higher counter attack rate while evading, Willpower = higher parry rate, and finally Determination, which will allow you to land extra hits on your opponent.
  • In addition, this now means that your build has more utility. Weapon user types will be able to parry and land extra hits more often, Martial user types will have higher critical rate and turn priority. Spirit users will have higher evasion and counter attack opportunities.
  • All attack types now have a secondary effect that has a 30% chance of activating. Stun, Wound or deal Internal damage to the enemy with your strikes for a deeper level of strategy when it comes to dealing with enemies.
  • Skills match attack types and have a 60% chance of dealing secondary effects, in addition to their normal effects.
  • Sword Array (chapter 1+) has been implemented. There are various benefits to using this in combat, from attack to defense.
  • Revamped companions, in particular how they function and deal damage. Companions now deal damage to the enemy along with you, after some time you can trigger a special attack / ability as well to help in battle.
  • Hidden Weapons (chapter 1+) will allow you to use powerful tools that will help you turn the tide against stronger enemies. There are currently two types - talismans and needles. Each has various purposes, for example poison needles or barrier talismans.
  • Added ailments (like Regen, Poison, etc) to combat.
  • The battle screen is now more intuitive and informative.
  • Added a Wound mechanic to combat, weapon hits can deal a wound, which increases damage taken by the enemy.
  • Added a Stun mechanic to combat. Stun will prevent an enemy from taking any action and increase the damage they sustain while stunned. Break the stun gauge with strikes or skills to trigger it.
  • Battle now has various visual improvements to make it more thrilling and engaging. I'll share these later when everything is sorted.


There are still a few things I also need to address before 2.0.9 -

  • Improved Inventory System. The new inventory condenses all items by types in one window. Clicking on that group of items will reveal all the items of that type in a window below.
  • Improved Inventory Management.
  • Crafting Improvements so that crafting is a bit less cumbersome.
  • Dragon Orb - a special item that will make crafting customizable. (Chapter 1+)

Once 2.0.9 is released, it will be done for all versions of the game.

- My Big Little Brother

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