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I must give you guys a heads up. I am working on the new species' battle effects still. There are some complication I have to admit. The bigger the battle grows, the harder the implementation and testing, but it has gotten to a point I no longer feel I am able to predict the process, which often leads to delay. 

But I have been working on them day and night, taking advantage of your generous patience, because I believe the final outcome would be a unique experience. Instead of simple stats manipulation, I hope the uniqueness of battle effects would offer impact on achievements, as we can take a glimpse at the system that decide the endings in this Patreon update.  

My prediction for the updates would be after Monday.

Comments

Anonymous

Hay is there any way to down lode the public version of Tentacles thrive at all?

nonoplayer

Of course, you can always find the newest public versions on our itch page: <a href="https://nonoplayer.itch.io/" rel="nofollow noopener" target="_blank">https://nonoplayer.itch.io/</a>

David

Nono, regarding hearts - can you add a USE ITEM to the battles so I can increase the number of starting hearts. Some of those abilities have synergies that are just too good, but so far I find that using OP 1 heart ability (red lion) or DPS healing etc out weighs any form of tanking or HP boost whatsoever ever.

nonoplayer

Good to know. I think tanky strategy might come in as an option, once we have more monsters on the battle. I do have plan to let us have more hearts, but it is a powerful skill that require things to unlock.

Kontra

No problem wait. But, I think so, we all are interested in a little more about the problems you are facing and what these effects are. ))) Is it a visual composer? Is this a program code? Is it a balance of power? Can a description of one effect and problems with it?

nonoplayer

Of course! Thought no one would be interested ^O^ We have 3 new species coming up, the one I was having trouble with was Giant Sepiida. Its battle effect is "become invisible and sneak pass enemies". I am not sure what would be the best approach, but I wrote this game from scratch, so I had to reconstruct my codes. 1.The "invisbility" and "sneak pass" elements, they require changing the behavior of everyone: what happens to everyone's prority if one enemy/ally passes through; what if he is invisible/not invisible. 2. Then comes the possibilities that need to be considered: can one suddenly become invisible; can a future species removes invisibility; can aura affect invisible units (a balance concern) etc. 3. The changes affect some previous species, like Treant Ghost (enemy). Balancing usually doesn't take that long, so mostly the time was spent on design and behavior adjustment, and testing of affected species I can think of.

Anonymous

Wouldn't treating it like a dead unit solve this? The priority is passed on to the next unit that is not invisible (if that unit becomes invisible the process repeats). If a unit loses invisibility you can just drop it back at the beginning of the line. As for the aura, treat it like dead here also, so no influence on allied or enemy (out of sight, out of mind). Don't worry about balancing too much at this stage, there is a 0% chance that you will get it right the first time...or the first 10 times for that matter

nonoplayer

Haha yea balancing this will require hearing all of your feedback consistently, and for a long period of time. I thought about removing invisible units from the battle too, but in Dota aura affects invisible units, so does aoe spells, detections etc. So they have more than one thing to counter invisibility, and I want to follow that route, where we have choices to make depending on the scenario. I hope I am not biting more than I can chew though ^^