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Healer & Psyker Update
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New items:
General:
Intimidation - enemies spawn with -10/20/30% max HP
Vulnerability - enemies take +10/20/30% damage
Ceremonial Dagger - killing an enemy fires a homing dagger
Homing Barrage - X/Y/Z% chance to release a homing barrage on enemy kill
Critical Strike - X/Y/Z% chance for attacks to critically strike, dealing 2x damage
Noxious Strike - X/Y/Z% chance for attacks to poison enemies, dealing 20% damage per second for 3 seconds
Infesting Strike - X/Y/Z% chance for attacks to spawn 2 critters on kill
Kinetic Strike - X/Y/Z% chance for attacks to push enemies away with high force
Burning Strike - X% chance for attacks to ignite, dealing 20% dps for 3 seconds, ignited enemies ignite nearby enemies on death
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Lucky Strike - X% chance for attacks to cause enemies to drop gold on death
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Healing Strike - X% chance for attacks to spawn a healing orb on kill
Stunning Strike - X/Y/Z% chance for attacks to stun for 2 seconds
Silencing Strike - X/Y/Z% chance for attacks to silence on hit
Warping Shots - X/Y/Z% chance for projectiles to ignore wall collisions and warp around the screen 1/2/3 times
Culling Strike - instantly kill elites below 10/20/30% max HP
Lightning Strike - X/Y/Z% chance for attacks to create chain lightning, dealing 60/80/100% damage and hitting 2/3/4 enemies
Healer:
Blessing - +10/20/30% healing effectiveness
Divine Favor - healing over maximum HP provides a shield that prevents damage once
Divine Barrage - 10/20/30% chance to release a homing barrage when picking up a healing orb
Psyker:
Orbitism - 33/66/99% faster orb speed
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Psychosink - orbs move faster based on the amount of damage all psykers have taken recently
Psychosense - 20/40/60% increased orb range
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Conjurer:
Rearm - summons repeat their attacks once
Taunt - 10/20/30% chance for summons to taunt nearby enemies on attack
Summon Instability - summons explode when disappearing, dealing 100/150/200% damage
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https://i.imgur.com/yzCVMah.png
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Changes:
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* Magnetism - also attracts healing orbs
Enchanted - 33/66/99%
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Healer rework:
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* Enemies have a 8/16% chance to spawn healing orbs on death, orbs prioritize healing low health allies
* Cleric: creates 1 healing orb, Lv.3: creates 4 healing orbs
* Priest: creates 5 healing orbs
* Fairy: grants a random unit 100% attack speed for 6 seconds and creates 1 healing orb
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Psyker rework:
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* Create a piercing, damaging orb around each psyker, it inherits damage from its target
* Flagellant - Lv.3: 4X flagellant max HP and +12% damage to all allies per cast
* Psykeeper - creates a healing orb every time the psykeeper takes 20% of its max HP in damage, Lv.3: deal double the damage taken by the psykeeper to all enemies
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Looping
Change end screen
Loop button on end screen
Looping lets you continue with the current snake until you die
Difficulty is increased according to the formula for levels 25+
Snake size goes up by 1 every loop, up to 12
Balance
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Change cursers to add more curse targets as set bonuses
Decrease reroll cost to 5
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* Increased sage's attack speed
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Increase spawn marker time
Decrease range and thrown speed for forcers
Decrease damage for blue and white on higher NG
Increase gold rewards at higher NG
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QoL
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Lowered sound effect for gambler
Selling items
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Show cooldown on elite attack
* Options menu from buy screen
* Add main menu
* Title
* Snake DVD
* Arena run button
* Options button
* Quit button
* Soundtrack button
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https://i.imgur.com/4hOt5uX.png "party 7/9"
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https://i.imgur.com/dlGbx0k.png lvl 3 effect on shop card
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* Volume slider
Your party + items on end, death and passive screens - https://i.imgur.com/JJUddT3.png
Add option for mouse cursor to always be visible
Add visuals divine intervention, fairy buff
Change text for enchanted to "if you have >= 2 enchanters" and change text for reinforce to "if you have >= 1 enchanter"
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Bug fixes
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Fix barbarian stun just slowing and not stunning
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* Fixed fullscreen button and general resolution issues
Fixed a series of crashes that happened rarely right before changing from the arena back to the shop
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https://i.imgur.com/Rk6qbDD.png - merchant doesnt give reroll if dies
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https://i.imgur.com/1soUUdk.png - 5th position stops shooting when 1-4 die
https://i.imgur.com/G9DosVw.png - lasting 7 bug
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https://i.imgur.com/8he1WDm.png - infinite money
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https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run, https://i.imgur.com/qrExpq5.png
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30 refresh rate makes enemies faster?!?!
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Future ideas:
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Chaos related classes
Invoker - shoots a projectile with random properties, Lv.3 effect - ???
Trappers:
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Emitters: +projectile damage, projectile mods
warping
homing/barrage
wavy, 90, 45 degree
splitting tears
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Traps - map modifier
turrets attached to walls shoot single, slow moving projectiles in a predictable pattern that deal lots of damage
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Triangler - drops a trap and the 3rd trap will trigger the area, dealing X AoE damage 2-3 times
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Brawlers: units focused on crashing on enemies
https://i.imgur.com/5YubukS.png - unit idea
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Bodyguard - https://i.imgur.com/Y2pP20v.png
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Conjurer unit that creates an unit that actively protects you from enemy projectiles
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Guardians - https://i.imgur.com/Ynu5Cdw.png
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Cultists - https://i.imgur.com/GsfoZBd.png
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Assists (2/4) -
Ringmaster (tier 4 assist, nuker) - +15% to all stats to adjacent units, Lv.3 effect - create a cross that deals AoE damage 5 times for 10 seconds
Absorber (tier 2 assist, warrior) - absorbs 50% damage from adjacent units, Lv.3 effect - absorbs 75% damage from adjacent units and gives the absorber +25% defense
Pardoner (tier 3 assist, mercenary) -
Oracle (tier 1 assist) - +10% dodge chance to adjacent units, Lv.3 effect - +20% dodge chance to adjacent units
Seraph (tier 2 assist, healer) - periodically chooses 1 random unit and gives it +100% defense for 6 seconds, Lv.3 - choose 2 units instead
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Passive that makes critters and summons block enemy projectiles
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Hexblaster? - curser that consumes curses to deal damage
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Bench? - https://i.imgur.com/B1gNVKk.png
Balance option for when there are more sets - https://i.imgur.com/JMynwbL.png
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Negative effect: colliding with yourself kills one of your units
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https://i.imgur.com/bxfvA7g.png
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https://steamcommunity.com/app/915310/discussions/0/4658391921156086711/ - general feedback
https://steamcommunity.com/app/915310/discussions/0/4658391921156325745/ - math on gold, rerolls and units
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https://steamcommunity.com/app/915310/discussions/0/3069747783686815659/ - general feedback
https://steamcommunity.com/app/915310/discussions/0/3069747783688708231/ - general feedback
Challenge mode
Units die permanently when they die
Slower scaling with less individually threatening units
Max snake size goes up every 10 levels
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Draft mode
Enemy ideas - https://steamcommunity.com/app/915310/discussions/0/3069747783691890511/
Unit ideas - https://i.imgur.com/VNMS2YV.png
Unit ideas - https://steamcommunity.com/app/915310/discussions/0/3069747783693969554/
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--
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Roguelite update:
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Technical improvements:
Spawn tech: spawn every entity in a grid, before spawning check to see if grid position is clear, this will prevent any issues due to entities spawning inside one another
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Battle stats: DPS, damage taken, etc (check Underlords)
Tag system: similar to PoE
Keyword explanations: similar to StS or Artifact, simply create additional text windows for keywords and what they mean
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Key rebinding (for non-QWERTY keyboards)
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StS-like map with nodes, node types:
Arena
Elite
Boss
Map (map of bigger size than arena with fixed spawns)
Unit shop
Item shop
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Once there are enough items there can be item tiers
The item shop should work similarly to the normal shop, where it can be upgraded and then have a higher chance for higher tier items
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Text + reward
Training grounds (upgrade unit)
Tavern (heal units)
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Challenge + reward
Go through the labyrinth without hitting any walls
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Go through the traps without getting hit
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Units die permanently when they die (dead units can be stored in bench to be revived later)
Units can have items attached to them like in Underlords
Unit item ideas:
This unit's projectiles pierce/chain/fork/seek/split/stun/etc
This unit is a [class]
New stat system:
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Most stats are values from 1 to 10 (can be lower than 1 or higher than 10 due to debuffs/buffs) that represent consistent internal values between all units
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i.e. 3 attack speed means the same internal attack rate value (like say 6 seconds) for the entire game
In general it's better if units don't have hidden internal multipliers on these stats, although sometimes that may be inevitable
Damage:
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Damage type:
Attack - physical attacks, decreased by the enemy's armor
Spell - magical attacks, decreased by the enemy's magic resistance
Attack type:
Crash - damage dealt when bumping into enemies
Projectile - damage dealt by projectiles
AoE - damage dealt in an area
DoT - damage dealt over time
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Attack speed:
Defense:
Armor - decreases damage taken from attacks
Magic Resistance - decreases damage taken from spells
Movement speed: