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Loop Update
New items:
General:
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* Intimidation - enemies spawn with -10/20/30% max HP
* Vulnerability - enemies take +10/20/30% damage
* Temporal Chains - enemies are 10/20/30% slower
* Ceremonial Dagger - killing an enemy fires a homing dagger
* Homing Barrage - 8/16/24% chance to release a homing barrage on enemy kill
* Critical Strike - 5/10/15% chance for attacks to critically strike, dealing 2x damage
* Noxious Strike - 8/16/24% chance for attacks to poison enemies, dealing 20% dps for 3 seconds
* Infesting Strike - 10/20/30% chance for attacks to spawn 2 critters on kill
* Kinetic Strike - 10/20/30% chance for attacks to push enemies away with high force
* Burning Strike - 15% chance for attacks to ignite, dealing 20% dps for 3 seconds
* Lucky Strike - 8% chance for attacks to cause enemies to drop gold on death
* Healing Strike - 8% chance for attacks to spawn a healing orb on kill
* Stunning Strike - 8/16/24% chance for attacks to stun for 2 seconds
* Silencing Strike - 8/16/24% chance for attacks to silence for 4 seconds on hit
* Culling Strike - instantly kill elites below 10/20/30% max HP
* Lightning Strike - 5/10/15% chance for projectiles to create chain lightning, dealing 60/80/100% damage
* Psycholeak - Position 1 generates 1 psyker orb every 10 seconds
* Divine Blessing - generate 1 healing orb every 8 seconds
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Psyker
Additional orbs will prefer to be assigned to psykers, if there are no psykers then they will be assigned randomly
Orb speed scales with the unit's attack speed
Increase default orb range
Decrease default and maximum orb speed
Increased orb damage
Psyker class bonus: +2/+4 total orbs
Remove Psychosense
Add "Orbs shoot projectiles"
Healer
Double healing per orb
Fix heal targetting, should always target lowest HP unit
Some solution that:
Increases amount of orbs dropped with only 1 or 2 healers
Decreases amount of orbs dropped on full build
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Healing orbs are slightly attracted to the snake
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Warriors
Increase sensor range
Set juggernaut and barbarian's attacks on :cooldown calls
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Builders
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* Carver (builder, healer) - creates a tree that creates 1 healing orb every 6 seconds, Lv.3 effect: healing orbs are created twice as fast
* Engineer (builder): unchanged
* Illusionist -> Artificer (builder, sorcerer): unchanged
* Saboteur -> Bomber (builder, nuker): plants a bomb, when it explodes it deals 2X AoE damage, Lv.3 effect: +100% bomb area and damage
* Hunter -> Sentry (builder, ranger): spawns a turret that shoots projectiles, each dealing X damage, Lv.3 effect: +50% attack speed and the projectiles ricochet twice
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Looping
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* 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
* Don't offer items if at maximum items
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QoL
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Increase item choice slots to 4
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Add option for mouse cursor to always be visible
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Show cooldown on elite attack
Add visuals divine intervention, fairy buff
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Party + items on death screen
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* Silenced units are now gray
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* Items on end screen
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* Items on passive screen
* Selling items
* Decreased sound effect volume for shoot 5
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Bug fixes
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Fix stars
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* Fixed a series of crashes that happened sometimes right before changing from the arena back to the shop
* Fixed merchant not giving interest or free reroll if it died in combat
* Fixed shoot 5 and death 6 not working if a unit placed before it on the snake died
* Fixed undying unit from lasting 7 being able to become immortal if it was healed during the 10 seconds before it truly died
* Fixed a bug where max units wouldn't be properly changed when changing NG difficulty in the menu
* Fixed Whispers of Doom applying before curses, now it applies after and triggers their effect when enemies are killed due to it
* Fixed mobile users not being able to close the credits screen due to there being no close button
* Fixed shop party numbers not being updated when units are bought or sold
* Fixed a bug where movement speed would become zero if the game was paused while under the effects of decaying haste
* Fixed baneling burst not dealing the correct amount of damage
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---
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Invoker - casts attacks and spells from other units
having a unit like this from the start will help ensure that attacks are behind function calls that can be accessed by another unit easily rather than mostly hidden like they are now
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Future ideas:
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Chaos related classes
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
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https://steamcommunity.com/app/915310/discussions/0/3046104862443040220/ - general feedback
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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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Unit ideas - https://steamcommunity.com/app/915310/discussions/0/3046104336668792953/
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Draft system
Ban system
Class select
Random select
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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: