Loop Update New items: General: * 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 * Hardening - +150% defense for 3 seconds after an ally dies Psyker * Orb speed scales with the unit's attack speed * Increased default orb range * Decreased default orb speed * Additional psyker orbs will prefer to be assigned to psykers, if there are no psykers then they will be assigned to units randomly * Changed psyker class bonus: +2/4 total orbs * Removed Psychosense * Added Psychosink - psyker orbs deal +40/80/120% damage Healer * Double healing per orb * Fixed heal targetting, now it should always target the lowest HP unit * Healing orbs and gold coins are now slightly attracted to the snake with a weak magnetism effect * Changed healer class bonus: +15/30% chance to create an additional healing orb on healing orb creation * Psykeeper: spawn 3 healing orbs every time the psykeeper takes 25% of max HP in damage Warriors * Decreased sensor range for all warriors, this will make them attack only when enemies are closer and consequently make it so that they hit more enemies in general * Juggernaut and barbarian now only attack when there are enemies nearby Builders * 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 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 * Don't offer items if at maximum items QoL * Right click goes down on volume buttons * Show cooldown on elite attack * Added visuals for divine intervention and fairy buffs * Increased item choice slots to 4 * Party + items on death screen * Silenced units are now gray * Items on end screen * Items on passive screen * Selling items * Decreased sound effect volume for shoot 5 Bug fixes * 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 Weekly maintenance updates: --- 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 Future ideas: Chaos related classes Trappers: Emitters: +projectile damage, projectile mods warping homing/barrage wavy, 90, 45 degree splitting tears Traps - map modifier turrets attached to walls shoot single, slow moving projectiles in a predictable pattern that deal lots of damage 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 Bodyguard - https://i.imgur.com/Y2pP20v.png Conjurer unit that creates an unit that actively protects you from enemy projectiles Guardians - https://i.imgur.com/Ynu5Cdw.png Cultists - https://i.imgur.com/GsfoZBd.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 https://steamcommunity.com/app/915310/discussions/0/4658391921156086711/ - general feedback https://steamcommunity.com/app/915310/discussions/0/4658391921156325745/ - math on gold, rerolls and units https://steamcommunity.com/app/915310/discussions/0/3069747783686815659/ - general feedback https://steamcommunity.com/app/915310/discussions/0/3069747783688708231/ - general feedback https://steamcommunity.com/app/915310/discussions/0/3046104862443040220/ - 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 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/ Unit ideas - https://steamcommunity.com/app/915310/discussions/0/3046104336668792953/ Achievement ideas - https://i.imgur.com/Q7jHWB2.png, https://i.imgur.com/2l5eist.png Draft system Ban system Class select Random select -- 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 (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 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 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 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: 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 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: 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 Attack speed: Defense: Armor - decreases damage taken from attacks Magic Resistance - decreases damage taken from spells Movement speed: