Minor updates to the battle engine:
- "Defend" and "Rally" have respective arrow animations.
- Healing moves now ignore defense, so the basic heal is guaranteed to heal every character for at least 100 HP, even if they've defended on that turn.
I also want to mention: if a character's status gets changed in battle (your stats are raised/lowered, or you get poisoned/burned), that change will remain until that character acts (which is doing anything other than clicking 'End Turn'). Originally I considered this a nuisance, but I've instead decided to incorporate this into the strategy of battles. Say for example, Squigly defends on turn 1, then on turn 2 you only attack with the Player and click End Turn to skip Squigly's attack. Squigly will end turn 2 with the defense boost, and will retain the defense boost until she acts again.
Players can utilize this feature to build a strategy around having a weakened character defend for a couple turns as the Player builds meter and continually heals them (as healing now ignores defense). Just remember that status effect turns won't count down either, and no meter will be gained if a character doesn't take their turn.
This probably sounds confusing, but once some more (particularly difficult) battles have been created, I'll make another video explaining everything.