138 lines
6.5 KiB
Plaintext
138 lines
6.5 KiB
Plaintext
Shop Update
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New units
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* Mercenaries (2/4) - +10/20% chance for enemies to drop gold on death
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* 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
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* Merchant (tier 2 mercenary) - gain +1 interest for every 10 gold, Lv.3 - your first item reroll is always free
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* 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
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* 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
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* 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
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Shop changes
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* Shop level up
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* Shop level visual
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* Shop level up button
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* Level up logic
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* Level probabilities
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* Hook probabilities into reroll
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Item changes
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* Sorcerer items
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Unit changes
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* Launcher - removed
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* Jester - changed to 4 projectiles
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Misc additions and changes
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* Added sorcerer achievement
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* Added mercenary achievement
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QoL
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* Removed restart button from end screen
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* First item reroll is now free
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* Gold is given right after the round ends in the arena rather than on the shop for easier item rerolls
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* Added mouse follow control mode
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* The cursor is now invisible during waves, unless mouse follow mode is enabled
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* Added visuals for tank attack
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Balance
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* Decreased level 25 boss movement speed
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* Change headbutters so they're less likely to kill multiple units at once
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Bug fixes
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* Fixed a crash when too many illusions would be spawned in short succession
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* Fixed a bug where enemy critters would sometimes be unkillable
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* Fixed a rare crash involving broken enemy critter state
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* Fixed text for the illusionist's Lv.3 effect going outside the screen
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* Fixed a crash when hovering over the Lich in the shop due to playing with a save before the sorcerer update
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* Fixed a crash when warden's force field would spawn on top of enemies
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* Fixed a crash when a volcano would spawn on top of enemies
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* Fixed a crash when a pet would spawn on top of enemies
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* Fixed a bug where the maximum number of units would be wrong on certain conditions
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* Fixed a crash when clicking too fast after unpausing the game
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* Fixed unit highlight when hovering over classes
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* Fixed Lv.3 plague doctor moving all his created areas with him
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* Fixed a bug where quitting on level 2 would go back to level 1
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Sacrifice Update
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New mechanics
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Sacrifice units to level items up
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New items
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https://steamcommunity.com/app/915310/discussions/0/3106901028662504698/
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Reworked items
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Items shouldn't just be more powerful versions of other items
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Items should have drawbacks
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Items that apply to a position on the snake (a good middle step between applying them to individual units like in Underlords)
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QoL
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Current items visible on item selection screen
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Endless mode
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Volume slider
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Add visuals for defensive ouroboros, divine intervention, fairy buff
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Options menu from buy screen
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Bug fixes
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Fix fullscreen with different resolutions that don't scale properly
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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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https://i.imgur.com/ieVqYNI.png
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https://i.imgur.com/3JCeFuZ.png
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Melee Update
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New Units
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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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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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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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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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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
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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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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 due to debuffs/buffs only) 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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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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