172 lines
9.1 KiB
Plaintext
172 lines
9.1 KiB
Plaintext
Looping Update
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New items:
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General:
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Intimidation - enemies spawn with -10/20/30% max HP
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Vulnerability - enemies take +10/20/30% damage
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Ceremonial Dagger - killing an enemy fires a homing dagger
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Homing Barrage - X/Y/Z% chance to release a homing barrage on enemy kill
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Critical Strike - X/Y/Z% chance for attacks to critically strike, dealing 2x damage
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Noxious Strike - X/Y/Z% chance for attacks to poison enemies, dealing 20% damage per second for 3 seconds
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Infesting Strike - X/Y/Z% chance for attacks to spawn 2 critters on kill
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Kinetic Strike - X/Y/Z% chance for attacks to push enemies away with high force
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Burning Strike - X% chance for attacks to ignite, dealing 20% dps for 3 seconds, ignited enemies ignite nearby enemies on death
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Lucky Strike - X% chance for attacks to cause enemies to drop gold
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Healing Strike - X% chance for attacks to spawn a healing orb on kill
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Stunning Strike - X/Y/Z% chance for attacks to stun for 2 seconds
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Silencing Strike - X/Y/Z% chance for attacks to silence on hit
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Warping Shots - X/Y/Z% chance for projectiles to ignore wall collisions and warp around the screen 1/2/3 times
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Culling Strike - instantly kill elites below 10/20/30% max HP
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Lightning Strike - X/Y/Z% chance for attacks to create chain lightning, dealing 60/80/100% damage and hitting 2/3/4 enemies
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Healer:
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Blessing - +10/20/30% healing effectiveness
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Divine Favor - healing over maximum HP provides a shield that prevents damage once
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Divine Barrage - 10/20/30% chance to release a homing barrage when picking up a healing orb
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Psyker:
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Orbitism - 33/66/99% faster orb speed
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Psychic Leak - orbs deal extra damage based on the amount of damage all psykers have taken recently
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Psychokinesis -
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Conjurer:
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Rearm - summons repeat their attacks once
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Taunt - 10/20/30% chance for summons to taunt nearby enemies on attack
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Summon Instability - summons explode when disappearing, dealing 100/150/200% damage
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Changes:
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Magnetism - also attracts healing orbs
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Healer rework:
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Enemies have a 8/16% chance to spawn healing orbs on death, orbs prioritize healing low health allies
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Cleric: creates 1 healing orb, Lv.3: creates 4 healing orbs and grants +20% healing effectiveness
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Priest: creates 6 healing orbs
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Fairy: grants a random unit 100% attack speed for 6 seconds and creates 1 healing orb
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Psyker rework:
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Create orbitting, damaging balls at the head of the snake equal to the number of psykers
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Flagellant - Lv.3: deals no damage to self and grants +10% damage to all allies per cast
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Psychic - Lv.3: gains up to 300% damage the less HP the psychic has
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Psykino - Lv.3: gains up to 100% attack speed the less HP the psykino has
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Psykeeper - creates a healing orb every time the psykeeper takes 30% of its max HP in damage, Lv.3: deal double the damage taken by the psykeeper to all enemies
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Looping
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Change end screen
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Loop button on end screen
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Looping lets you continue with the current snake until you die
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Difficulty is increased according to the formula for levels 25+
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Snake size goes up by 1 every loop, up to 12
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Balance
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* Decreased reroll cost to 8
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* Increased sage's attack speed
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QoL
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Your party + items on end, death and passive screens - https://i.imgur.com/JJUddT3.png
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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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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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https://i.imgur.com/4hOt5uX.png "party 7/9"
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https://i.imgur.com/dlGbx0k.png lvl 3 effect on shop card
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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 - dvr crash, already fixed i think
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https://i.imgur.com/Rk6qbDD.png - merchant doesnt give reroll if dies
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https://i.imgur.com/8he1WDm.png - infinite money
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https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run, https://i.imgur.com/qrExpq5.png
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https://i.imgur.com/1soUUdk.png - 5th position stops shooting when 1-4 die
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https://i.imgur.com/cJMFDfc.png - lasting 7 doesnt work?
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"your build" only shows alive units, this is the same problem as merchant not giving interest if dead?
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https://i.imgur.com/Ta3lBui.png - Pet bug due to enemies spawning after arena is clear
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---
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Future ideas:
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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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Emitters: +projectile damage, projectile mods
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warping
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homing/barrage
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wavy, 90, 45 degree
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splitting tears
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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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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) -
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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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https://steamcommunity.com/app/915310/discussions/0/3069747783686815659/ - general feedback
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https://steamcommunity.com/app/915310/discussions/0/3069747783688708231/ - general feedback
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Challenge 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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--
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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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Once there are enough items there can be item tiers
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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
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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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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
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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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Attack speed:
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Defense:
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Armor - decreases damage taken from attacks
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Magic Resistance - decreases damage taken from spells
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Movement speed:
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