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Item Update
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New mechanics
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* Spend gold to level items up
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* Block levelling for unlevellable items
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Items
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General:
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* Centipede - +10/20/30% movement speed
* Ouroboros Technique R - rotating around yourself to the right releases 2/3/4 projectiles per second
* Ouroboros Technique L - rotating around yourself to the left grants +15/25/35% defense to all units
* Amplify - +20/35/50% AoE damage
* Resonance - all AoE attacks deal +3/5/7% damage per unit hit
* Ballista - +20/35/50% projectile damage
* Call of the Void - +30/60/90% DoT damage
* Crucio - taking damage also shares that damage across all enemies at 20/30/40% its value
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Position:
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* Speed 3 - position 3 has +50% attack speed
* Damage 4 - position 4 has +30% damage
* Level 5 - position 5 is 1 level higher
* Death 6 - position 6 takes 15% of its health as damage every 3 seconds
* Lasting 7 - position 7 will stay alive for 10 seconds after dying
* Defense Stance - first and last positions have +10/20/30% defense
* Offensive Stance - first and last positions have +10/20/30% damage
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Death:
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* Kinetic Bomb - when a unit dies it explodes, launching enemies away
* Porcupine Technique - when a unit dies it explodes, releasing piercing projectiles
* Last Stand - the last unit alive is fully healed and receives a +20% bonus to all stats
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Voider:
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* Seeping - enemies taking DoT damage take +15/20/25% damage from all sources for 6 seconds
* Deceleration - enemies damaged by voiders have their movement speed reduced by 15/20/25%
* Annihilation - when a voider dies deal its DoT damage to all enemies for 3 seconds
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Curser:
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* Malediction - +1/3/5 max curse targets to all allied cursers
* Hextouch - enemies take 10/15/20 damage per second for 3 seconds when cursed
* Whispers of Doom - curses apply doom, when 4/3/2 doom instances are reached they deal 100/150/200
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Forcer:
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* Tremor - when enemies die from hitting walls they create a damaging area with size according to the knockback force
* Heavy Impact - when enemies hit walls they take damage according to the knockback force
* Fracture - when enemies die from hitting walls explode into projectiles
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Swarmer:
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* Meat Shield - critters block enemy projectiles
* Hive - critters have +1/2/3 HP
* Baneling Burst - critters die immediately on contact but also deal AoE damage
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Ranger:
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* Blunt Arrow - arrows fired by rangers have a 10/20/30% chance to knockback
* Explosive Arrow - arrows fired by rangers have a 10/20/30% chance to explode, dealing 10/20/30% AoE damage
* Divine Machine Arrow - arrows fired by rangers have a 10/20/30% chance to seek enemies and pierce 1/2/3 times
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Mage:
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* Chronomancy - mages cast their spells 15/25/35% faster
* Awakening - +50/75/100% attack speed and damage to 1 mage every round for that round
* Divine Punishment - repeatedly deal damage to all enemies based on how many mages you have
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Rogue:
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* Assassination - crits from rogues deal 8/10/12x damage but normal attacks deal half damage
* Flying Daggers - all projectiles thrown by rogues chain +2/3/4 times
* Ultimatum - projectiles that chain gain +10/20/30% damage with each chain
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Nuker:
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* Magnify - +20/35/50% area size
* Echo Barrage - 10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit
* Unleash - all nukers gain +1% area size and damage every second
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Enchanter:
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* Reinforce - +10/20/30% damage, defense and attack speed to all allies with at leats one enchanter
* Payback - +2/5/8% damage to all allies whenever an enchanter is hit
* Enchanted - when enemies die they have a 10/20/30% release X homing projectiles, where X is how many enchanters you have
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Sorcerer:
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* Freezing Field - Create an area that slows enemies by 50% for 2 seconds whenever a sorcerer repeats a spell
* Burning Field - Create an area that deals 30 damage per second for 2 seconds whenever a sorcerer repeats a spell
* Gravity Field - Create an area that sucks enemies in for 2 seconds whenever a sorcerer repeats a spell
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Mercenary:
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* Magnetism - Gold coins are attracted to the snake
* Insurance - Dying heroes have 4 times the chance of mercenary's bonus to drop 2 gold on death
* Dividends - Mercenaries deal +X% extra damage, where X is how much gold you have
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Warrior:
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* Berserking - all warriors have up to +50/75/100% attack speed based on missing HP
* Unwavering Stance - all warriors gain +4/8/12% defense every 5 seconds
* Unrelenting Stance - +2/5/8% defense to all allies whenever a warrior is hit
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Removed items
* Wall Echo
* Wall Rider
* Point Blank
* Longshot
* Hex Master
* Force Push
* Spawning Pool
* Void Rift
* Blessing
* Immolation
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Balance
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* Increased voider DoT damage bonus to 20/40% (from 15/25%)
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* Decreased shop reroll cost to 10
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* Decreased mercenary gold drop chance to 8/16% (from 10/20%)
* Changed Merchant to tier 1
* Changed Merchant interest to cap at 10 (having more than 100 gold won't generate more interest from the merchant)
* Changed Miner to tier 2
* Changed Arcanist projectiles to pierce once (from infinite)
* Changed Exploder to create a mine on death, it will explode into projectiles after a delay (this delay is smaller on higher NG+ difficulties)
* Decreased Shooter projectile fire rate, speed, and now the projectiles can also be blocked by enemies
* Decreased Tank knockback resistance
* Decreased level 25 elite knockback resistance
* Changed Beastmaster's Lv.3 effect to spawn 4 small critters when it gets hit (from 2)
* Changed Corruptor's Lv.3 effect to spawn 2 small critters on hit (from 3)
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QoL
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* Added snake to the passive selection screen
* Changed Volcano's icon to be a triangle instead of X so it isn't confused with a spawn marker
* Improved Beastmaster and Corruptor description with text describing their attack and how much damage it deals
* Added visual effect for when defensive ouroboros is active
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* Added an option to force all screen transitions to be dark
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* Added tier text to characters on the shop screen
* Added shop unit highlights/markers to make it easier to tell when you already own something
* Added unit names to the "your build" section of the end game screen
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Bug fixes
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* Fixed ouroboros technique passives not working with mouse controls
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* Fixed mouse not showing up on death
* Fixed NG+5 achievement not triggering (this happened only between last Sunday night and Monday morning due to a small update I pushed breaking it)
* Fixed a bug where the nuker class was not counting towards Vagrant's and Psyker's active set bonus
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* Fixed a bug where passives would sometimes disappear from a run?
* Fixed a bug where clicking "window size-" too many times could bug out the game
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* Fixed a bug where the shop would be rerolled after quitting in the arena
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* Fixed a bug where units could be duplicated in the shop by locking and quitting the game at certain steps
* Fixed a bug where quitting on level 2 would go back to level 1 shop (again)
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* Fixed multiple bugs related to locking the shop and quitting
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* Fixed a bug where mouse cursor wasn't visible on death
* Fixed a bug where NG+ level wasn't increased when the game is beaten but only when the NG+ button was clicked
* Fixed a bug where level 2 and level 3 achievements (win with only level 2/3 units) were not triggering correctly sometimes
* Fixed a bug where shop level wasn't respected on the shop's first roll
* Fixed multiple crashes that would happen when picking up gold
* Fixed a crash when the jester's curse would trigger
* Fixed a crash when gold would be picked up with a Miner in the party
* Fixed a crash involving broken state for Pets, Critters or Volcanos
* Fixed a crash that happened after rerolling items too many times
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Endless Update
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Healer rework:
Enemies have an X/Y% chance to create healing cells on death
Cleric: creates a healing cell at a random position
Priest: creates multiple healing cells at a random position
Psyker rework:
Create orbitting damaging balls equal to the number of psykers (similar to those balls in Nova Drift)
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Endless 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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QoL
Volume slider
Add visuals divine intervention, fairy buff
Options menu from buy screen
https://i.imgur.com/JJUddT3.png
Add option for mouse cursor to always be visible
Add main menu
Soundtrack button
Arena run button
Options button
Quit button
Bug fixes
Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/
Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier)
Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png
https://i.imgur.com/lCdPFZx.png
https://i.imgur.com/qrExpq5.png
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---
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Future updates:
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Chaos related classes
Invoker - shoots a projectile with random properties, Lv.3 effect - ???
Trappers:
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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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Conjurer unit that creates an unit that actively protects you from enemy projectiles
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Guardians - https://i.imgur.com/Ynu5Cdw.png
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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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
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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All 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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