SNKRX/todo

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Shop Update
New units
* Mercenaries (2/4) - +10/20% chance for enemies to drop gold on death
* Miner (tier 1 mercenary) - picking up gold releases 4 homing projectiles that deal X damage, Lv.3 - release 8 homing projectiles instead and they pierce twice
* Merchant (tier 2 mercenary) - gain +1 interest for every 10 gold, Lv.3 - your first item reroll is always free
* Usurer (tier 3 curser, mercenary, voider) - curses 3 nearby enemies indefinitely with debt, dealing X damage over time, Lv.3 - if the same enemy is cursed 3 times it takes 50X damage
* Gambler (tier 3 mercenary, sorcerer) - deal 2X damage to a single random enemy where X is how much gold you have, Lv.3 effect - 60%/40%/20% chance to cast the attack 2/3/4 times
* Thief (tier 4 mercenary, rogue) - throws a knife that deals 2X damage and chains 5 times, Lv.3 - if the knife crits it deals 10X damage, chains 10 times and grants 1 gold
Shop changes
* Shop level up
* Shop level visual
* Shop level up button
* Level up logic
* Level probabilities
* Hook probabilities into reroll
Item changes
* Sorcerer items
Unit changes
* Launcher - removed
* Jester - changed to 4 projectiles
Misc additions and changes
* Added sorcerer achievement
* Added mercenary achievement
QoL
* Removed restart button from end screen
* First item reroll is now free
* Gold is given right after the round ends in the arena rather than on the shop for easier item rerolls
* Added mouse follow control mode
* The cursor is now invisible during waves, unless mouse follow mode is enabled
* Added visuals for tank attack
Balance
* Decreased level 25 boss movement speed
* Change headbutters so they're less likely to kill multiple units at once
Bug fixes
* Fixed a crash when too many illusions would be spawned in short succession
* Fixed a bug where enemy critters would sometimes be unkillable
* Fixed a rare crash involving broken enemy critter state
* Fixed text for the illusionist's Lv.3 effect going outside the screen
* Fixed a crash when hovering over the Lich in the shop due to playing with a save before the sorcerer update
* Fixed a crash when warden's force field would spawn on top of enemies
* Fixed a crash when a volcano would spawn on top of enemies
* Fixed a crash when a pet would spawn on top of enemies
* Fixed a bug where the maximum number of units would be wrong on certain conditions
* Fixed a crash when clicking too fast after unpausing the game
* Fixed unit highlight when hovering over classes
* Fixed Lv.3 plague doctor moving all his created areas with him
* Fixed a bug where quitting on level 2 would go back to level 1
Sacrifice Update
New mechanics
Sacrifice units to level items up
New items
https://steamcommunity.com/app/915310/discussions/0/3106901028662504698/
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)
QoL
Current items visible on item selection screen
Endless mode
Volume slider
Add visuals for defensive ouroboros, divine intervention, fairy buff
Options menu from buy screen
Bug fixes
Fix fullscreen with different resolutions that don't scale properly
Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier)
https://i.imgur.com/ieVqYNI.png
https://i.imgur.com/3JCeFuZ.png
Melee Update
New Units
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
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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
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
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 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