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Color references:
Light green: The Area can be early accessed in an unintended way (not explored though). It means you could potentially farm stronger chips there, though the game is clearly not designed that way.
Yellow: There's no new areas in that particular day! Just a boss event on the existing areas.
This took a lot more time than what it seems, because the original game had it where close to half of the enemies would be met at the very end of the game, which is one of the reasons it felt so slow.
Now, not only don't I have to plan the battle formations from the top of my mind, but I can also plan the shops accordingly (because now I now which chips the player gets per day), and now I can also plan the enemies' HP, and the chips' damage.
Next up I will be rebalancing the damage done with chips (since most of them will be replaced from vanilla, and will be unbalanced in terms of damage). It's difficult to not try to do everything at once, but I'm disciplined enough to know that this is the correct approach for such an ambitious project.
Also, another thing I need to do (but I won't be posting) is to document the offset of every single battle formation so I can change it. That's the most tedious task by far, all done with a debugger. Expect a delay on the updates when I do that.
If you guys have any suggestions with these little threads I'll be making, please spit them out, because they will help me correct any ideas that may not be the best. You'll eventually get what my goal is with this project while I share more of my ideas.