Loop Update 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 Lucky Strike - X% chance for attacks to cause enemies to drop gold on death 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 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 Builders Carver (builder, healer) - every 12 seconds, creates a tree that drops 3 healing orbs, Lv.3 effect: drops 6 healing orbs instead Engineer (builder) - unchanged Illusionist -> Golemancer (builder, sorcerer): spawns 1 golem every 6 seconds, it shoots 2 rocks that deal X damage each, Lv.3 effect: golem rocks stun enemies for 2 seconds Saboteur -> Bomber (builder, nuker): plants a static bomb, when it explodes it deals 2X AoE damage, Lv.3 effect: 100% increased bomb area and damage Hunter (builder, ranger, forcer): shoots a projectile that has 20% chance to spawn a pet, Lv.3 effect: spawns 3 pets instead 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 item slots are full QoL Selling items Your party + items on end, death and passive screens - https://i.imgur.com/JJUddT3.png Add option for mouse cursor to always be visible Show cooldown on elite attack Add visuals divine intervention, fairy buff warrior attack range barbarian jugg attack remove already owned lvl 3 unit from shop... Bug fixes Fixed a series of crashes that happened rarely right before changing from the arena back to the shop https://i.imgur.com/Rk6qbDD.png - merchant doesnt give reroll if dies https://i.imgur.com/1soUUdk.png - 5th position stops shooting when 1-4 die https://i.imgur.com/G9DosVw.png - lasting 7 bug https://i.imgur.com/8he1WDm.png - infinite money https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run, https://i.imgur.com/qrExpq5.png https://i.imgur.com/Ad13Cyo.png if undead from lasting 7 gets healed it becomes immortal engine/game/group.lua:256: attempt to index local 'shape' (a nil value) Traceback engine/game/group.lua:256: in function 'get_objects_in_shape' engine/game/physics.lua:264: in function 'get_objects_in_shape' player.lua:3386: in function 'update' https://i.imgur.com/s4ZFE6z.png https://i.imgur.com/VL8lOXm.png bug with "party x/y" showing wrong numbers https://i.imgur.com/sxwS8et.png Close button on credits https://i.imgur.com/O5zJNc7.png https://i.imgur.com/cQl0VYp.png --- 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 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/ 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: