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Cheers! πŸ₯‚

Hey handsomes! 😊

It's been ten days since ANARCHY 0.1 came out. So I think it's high time we sit down and have a cute little chat about a couple of things. First and foremost, though:

You guys are killing it! πŸ₯³

In its first week, ANARCHY blasted through AUTONOMY's records – both in regards to distribution and player retention. Don't take my word for it, though! Have a little diagram, instead:

#### Upwards trajectory Be it the new engine, the combat system or any other additions ANARCHY brings to TRACHI – one thing is abundantly clear: The results are all thanks to you! πŸ₯°

So please give yourself a loving pat on the shoulder, whenever you can! In the meantime, I'll try to keep my promise and give you as much insight into development as I can. Speaking of: Let's take a little look at some of the things coming with ANARCHY 0.1.1!

The future

ANARCHY's first patch will include a whole bunch of fixes and QoL elements. Most of these features were already implemented pre-release, but needed a bit more testing. Now that we've got a bit of time on our hands before the next major release, I think it's the perfect chance to roll them out!

Status

In 0.1, the status screen is only available in field mode. Come 0.1.1, it'll also be accessible during encounters. Pressing the info button will then either display the stats of the currently active combatant or the selected target. Most of these stats are currently nonfunctional for ExcommunicAtion, they will however play a big role in ParAdise and on.

Glyphs

All over the game, button prompts will display a glyph of the corresponding input. These dynamically adapt to the device your last input came from – i.e. keyboard or controller. Not only is this great for overall accessibility, but also opens the door to design a UI that utilizes a whole range of input keys.

!Conversation

A new option in the Main Menu can now set a global flag to skip all conversations. If you're gunning to replay ExcommunicAtion for the combat, this option's tailor-made for you. A button for in-conversation skipping is also planned, along with a couple of adjustments both to the message log and auto mode.

Threat

At the moment, AI combatants choose their targets based on proximity. There is however already an implementation to override that. Going forward, I'd like to test these features to generate a more dynamic aggro table and also give both the players and enemies more tools to forcefully redirect attention.

Un Deux Trois

As a first step, Phase 3 of ExcommunicAtion will undergo a slight rework. Ganymede will now always prioritize Monoliths over the player. More than that, he'll also get a shiny new skill called "Un Deux Trois". This ability simultaneously hits all enemy monoliths and turns them to Ganymede's side.

To counteract this, the player also gets a new ability called "Provoke". This places a buff on its user, forcing all enemies in the vicinity to attack them for a specific duration (currently 4 Turns).

ParAdise on Earth

And of course, a couple of building blocks for Lornz' big great adventure are included as well! Most of these concern combat segments that precede ExcommunicAtion. Among the restored features are AOE spells as well as proper EXP & loot allocation, along with several balance adjustments.

To conclude

It's a big patch, considering it's versioned as a minor update. More than ever, I'd be super duper happy if you could take a gander once 0.1.1 is released. As for the date itself, I'm aiming for September 21st.

I'll post a proper announcement once we're there, so feel free to keep an eye on the game, if you can. πŸ‘€

Either way, it's been a real pleasure releasing this! Once again, thank you tons for all the support! If there's anything you'd like to see realized within the game, please always feel free to get in touch with me.

Until then, big hugs from a friend.

much love
nory