EBF5v2 is getting close to the finish line and this week we’ve been testing it together with the Patreon supporters. In the midst of bug fixes Matt made these mini icons for the new custom game modes.
We also had some excitement on Monday night when Matt decided to stream himself plying EBF5 to showcase some of the new content coming in the v2 update. The stream was quite laggy at times, but it was Matt’s first ever stream and we definitely learned a lot in addition to having blast! In case you missed it, you can watch the stream here (this will obviously contain some spoilers for EBF5v2).
Hey guys, I’m trying something new with the EBF Discord Server. I’ve created a new channel, “ebf5_casual”, which is mainly for beginners who are just getting into the game. Experts who have beaten the game on the hardest difficulty are not allowed there. It’s also spoiler-free, while some of the other channels are not.
The aim is to give newer players a chance to chat about EBF5 without experts immediately telling them how to play properly.
I’m interested to see how it goes. It’s hard to balance a chatroom.
Hey guys, I’ve done a ton of game balancing for EBF5. Here’s some of the notable changes:
• Most of Natalie’s spells are noticably stronger. • Lance’s 2nd stage shot spells can now do focused damage. • NoLegs is better at berserking. • Many Limit Breaks’ buffs now affect backup party members. • Many less viable equips have been improved, and a few overpowered ones have been nerfed. • Some equips and upgrades have been moved slightly so you get them when they’re more useful. • Some bosses have had some of their major weaknesses made less exploitable. • Overall player stats have been reduced slightly, since most of the other changes make the game easier.
Big thanks to the regulars on the EBF Discord that helped with this stuff. They made the recommended list of changes (I didn’t implement all of them), and I’m sure they’ll tidy that list up and share it with the public at some point. (though I’m sure I’ll make even more changes by the time everything is 100% done)
The Grand Gallery area has been updated with 2 new rooms and tons of new art. The game now features a whopping 71 pieces of fanart, and 31 bits of concept art. If you follow my blogs closely, you’ll have already seen all of that art, but there’s also some new dialogue to go along with it.
Also, EBF5 version 2 is now 80% complete! All that’s left to do is: • Finish the Equip Remix mode. • Misc Quality of Life improvements. • Some (but not all) debugging and balancing. • A quick playthrough or two of the game by me. • Version 2 trailer.
After those it’ll be beta testing time, which should be by the end of November, in time for the anniversary of EBF5’s Steam launch. Patrons should get it a week or two earlier than that, and everyone else can opt-into the beta on Steam.
Beta testing will likely take a long time, since due to the nature of the update, players will have to play through the game several times with different options to try everything out. And there’s tons of new content to balance too. And finally, translations will also be happening at the same time – so the beta will be only in English at first. If you’re waiting for the 100% finished version, it’ll probably be soon after Christmas.
Hey guys, I think the site update is done now. Let me know if you notice any accidental changes to the site – it should look exactly the same. The only difference I’ve noticed so far is that the emoticons look a bit different, so maybe I can fix that later.
The software running the website has been updated by a few years, so I’ll have to play around with it and see what new features it has. Maybe I’ll add more stuff at the right side of the site.
Anyway, since Halloween is coming up, here’s some EBF5 pumpkins. I’m getting close to a lot of milestones, so that progress bar is gonna jump up a lot soon.
Here’s some more Legos I gone and done made. The two robots you may recognise, as they’re in EBF5 v2. Progress on Foe Remix is going really well, I think it’ll definitely make EBF5 worth replaying.
I’m working on the Custom Quest option that I like to call “Foe Remix”. What it does is replace most of the foes in the game with different foes. This also effects what monsters bosses can summon.
It’s not random – so it won’t be crazy hard, and each area still has a “theme”, so the foes won’t feel excessively out-of-place. The hope is that it mixes things up enough so that you end up using different equips and summons in new playthroughs.
Now if you’ll excuse me, I’ve got hundreds of battles to edit manually…