I've changed the way status ailments work now on enemies. More specifically the calculation that is done in order to see if you manage to get them affected by an ailment. As such, enemies are now easier to take down. I've also upped their damage output in higher states. As it was, they still dealt the same damage no matter if it was an octobit, an octopyrobit or an octoretrobit, now they have multipliers, like they do with life and armor. Poisoned enemies deal less damage, so this kinda balances itself out!
Fifteen updates until I release Playable Version 2!
Currently working on: Continuing the story
Time spent on the project so far: 346 hours