Item Update New mechanics Sacrifice units to level items up Items New items Position X has +Y% attack speed Position X has +Y% damage Position X is 1 tier higher Position X is also class Y When a unit dies it explodes, launching enemies away When a unit dies it explodes, releasing piercing projectiles Reworked items Items shouldn't just be more powerful versions of other items Items should have drawbacks Items that apply to a position on the snake (a good middle step between applying them to individual units like in Underlords) Item discussions https://steamcommunity.com/app/915310/discussions/0/3106901028662504698/ https://steamcommunity.com/app/915310/discussions/0/3106901665846294204/ https://steamcommunity.com/app/915310/discussions/0/4658391921151238820/ https://i.imgur.com/cfIyMBL.png Balance * Decreased shop reroll cost to 10 Decrease mercenary gold drop chance to 8/16% (from 10/20%) QoL Current snake/items visible on item selection screen Volume slider Add visuals for defensive ouroboros, divine intervention, fairy buff Options menu from buy screen https://i.imgur.com/JJUddT3.png Improve volcano to not look like spawn marker - https://i.imgur.com/HuS15HG.png Add option for mouse cursor to always be visible Add main menu Soundtrack button Discord button Arena run button Options button Quit button * 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 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) * 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 * Fixed a bug where the shop would be rerolled after quitting in the arena * Fixed multiple bugs related to locking the shop and quitting * 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) * 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 Endless Update Endless mode Units die permanently when they die Slower scaling with less individually threatening units Max snake size goes up every 10 levels --- Future updates: Chaos related classes Invoker - shoots a projectile with random properties, Lv.3 effect - ??? Trappers: Triangler - drops a trap and the 3rd trap will trigger the area, dealing X AoE damage 2-3 times Brawlers: units focused on crashing on enemies https://i.imgur.com/5YubukS.png - unit idea Conjurer unit that creates an unit that actively protects you from enemy projectiles 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 Passive that makes critters and summons block enemy projectiles Hexblaster? - curser that consumes curses to deal damage Bench? - https://i.imgur.com/B1gNVKk.png Balance option for when there are more sets - https://i.imgur.com/JMynwbL.png Negative effect: colliding with yourself kills one of your units https://i.imgur.com/bxfvA7g.png Roguelite update: 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 Battle stats: DPS, damage taken, etc Key rebinding (for non-QWERTY keyboards) 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) Challenge + reward Go through the labyrinth without hitting any walls Go through the traps without getting hit 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: All stats are values from 1 to 10 (can be lower than 1 or higher than 10 due to debuffs/buffs only) that represent consistent internal values between all units 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: Crash - damage dealt when bumping into enemies Projectile - damage dealt by projectiles AoE - damage dealt in an area DoT - damage dealt over time