227 lines
13 KiB
Plaintext
227 lines
13 KiB
Plaintext
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
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* Ouroboros Technique R - rotating around yourself to the right releases 2/3/4 projectiles per second
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* Ouroboros Technique L - rotating around yourself to the left grants +15/25/35% defense to all units
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* Amplify - +20/35/50% AoE damage
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* Resonance - all AoE attacks deal +3/5/7% damage per unit hit
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* Ballista - +20/35/50% projectile damage
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* Call of the Void - +30/60/90% DoT damage
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* 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
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* Damage 4 - position 4 has +30% damage
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* Level 5 - position 5 is 1 level higher
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* Death 6 - position 6 takes 15% of its health as damage every 3 seconds
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* Lasting 7 - position 7 will stay alive for 10 seconds after dying
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* Defense Stance - first and last positions have +10/20/30% defense
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* 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
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* Porcupine Technique - when a unit dies it explodes, releasing piercing projectiles
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* 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
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* Deceleration - enemies damaged by voiders have their movement speed reduced by 15/20/25%
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* 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
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* Hextouch - enemies take 10/15/20 damage per second for 3 seconds when cursed
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* 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
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* Heavy Impact - when enemies hit walls they take damage according to the knockback force
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* 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
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* Hive - critters have +1/2/3 HP
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* 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
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* Explosive Arrow - arrows fired by rangers have a 10/20/30% chance to explode, dealing 10/20/30% AoE damage
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* 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
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* Awakening - +50/75/100% attack speed and damage to 1 mage every round for that round
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* 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
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* Flying Daggers - all projectiles thrown by rogues chain +2/3/4 times
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* 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
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* Echo Barrage - 10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit
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* 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
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* Payback - +2/5/8% damage to all allies whenever an enchanter is hit
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* 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
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* Burning Field - Create an area that deals 30 damage per second for 2 seconds whenever a sorcerer repeats a spell
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* 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
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* Insurance - Dying heroes have 4 times the chance of mercenary's bonus to drop 2 gold on death
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* 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
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* Unwavering Stance - all warriors gain +4/8/12% defense every 5 seconds
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* Unrelenting Stance - +2/5/8% defense to all allies whenever a warrior is hit
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Removed items
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* Wall Echo
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* Wall Rider
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* Point Blank
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* Longshot
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* Hex Master
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* Force Push
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* Spawning Pool
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* Void Rift
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* Blessing
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* 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%)
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* Changed Merchant to tier 1
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* Changed Merchant interest to cap at 10 (having more than 100 gold won't generate more interest from the merchant)
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* Changed Miner to tier 2
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* Changed Arcanist projectiles to pierce once (from infinite)
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* Changed Exploder to create a mine on death, it will explode into projectiles after a delay (this delay is smaller on higher NG+ difficulties)
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* Decreased Shooter projectile fire rate, speed, and now the projectiles can also be blocked by enemies
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* Decreased Tank knockback resistance
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* Decreased level 25 elite knockback resistance
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* Changed Beastmaster's Lv.3 effect to spawn 4 small critters when it gets hit (from 2)
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* 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
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* Changed Volcano's icon to be a triangle instead of X so it isn't confused with a spawn marker
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* Improved Beastmaster and Corruptor description with text describing their attack and how much damage it deals
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* 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
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* Added shop unit highlights/markers to make it easier to tell when you already own something
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* 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
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* 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)
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* 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?
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* 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
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* 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
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* Fixed a bug where NG+ level wasn't increased when the game is beaten but only when the NG+ button was clicked
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* Fixed a bug where level 2 and level 3 achievements (win with only level 2/3 units) were not triggering correctly sometimes
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* Fixed a bug where shop level wasn't respected on the shop's first roll
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* Fixed multiple crashes that would happen when picking up gold
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* Fixed a crash when the jester's curse would trigger
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* Fixed a crash when gold would be picked up with a Miner in the party
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* Fixed a crash involving broken state for Pets, Critters or Volcanos
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* Fixed a crash that happened after rerolling items too many times
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Endless Update
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Healer rework:
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Enemies have an X/Y% chance to create healing cells on death
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Cleric: creates a healing cell at a random position
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Priest: creates multiple healing cells at a random position
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Psyker rework:
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Create orbitting damaging balls equal to the number of psykers (similar to those balls in Nova Drift)
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Endless mode
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Units die permanently when they die
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Slower scaling with less individually threatening units
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Max snake size goes up every 10 levels
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QoL
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Volume slider
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Add visuals divine intervention, fairy buff
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Options menu from buy screen
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https://i.imgur.com/JJUddT3.png
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Add option for mouse cursor to always be visible
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Add main menu
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Soundtrack button
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Arena run button
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Options button
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Quit button
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Bug fixes
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Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/
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Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier)
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Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png
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https://i.imgur.com/lCdPFZx.png
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https://i.imgur.com/qrExpq5.png
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---
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Future updates:
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Chaos related classes
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Invoker - shoots a projectile with random properties, Lv.3 effect - ???
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Trappers:
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Traps - map modifier
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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
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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
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Assists (2/4) -
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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
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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
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Pardoner (tier 3 assist, mercenary) -
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Oracle (tier 1 assist) - +10% dodge chance to adjacent units, Lv.3 effect - +20% dodge chance to adjacent units
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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
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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
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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:
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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)
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Tag system: similar to PoE
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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:
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Arena
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Elite
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Boss
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Map (map of bigger size than arena with fixed spawns)
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Unit shop
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Item shop
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Text + reward
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Training grounds (upgrade unit)
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Tavern (heal units)
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Challenge + reward
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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)
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Units can have items attached to them like in Underlords
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Unit item ideas:
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This unit's projectiles pierce/chain/fork/seek/split/stun/etc
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This unit is a [class]
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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
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In general it's better if units don't have hidden internal multipliers on these stats, although sometimes that may be inevitable
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Damage:
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Damage type:
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Attack - physical attacks, decreased by the enemy's armor
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Spell - magical attacks, decreased by the enemy's magic resistance
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Attack type:
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Crash - damage dealt when bumping into enemies
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Projectile - damage dealt by projectiles
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AoE - damage dealt in an area
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DoT - damage dealt over time
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