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This build features the first actual designed boss and not just scaled up enemy. You can find her at the end of 2nd floor of "Cave Elimination" mission. Speaking of which, this patch also introduced mission unlocking! "Cave Elimination" is only unlocked after finishing floor 2 of "Cave Exploration." Give it a try!

The boss also may or may not be too strong. Let me know if you manage to beat it!

Highlights:

Fixes:

  • Additional tweaks to AI to make it more likely to spread out their love instead of all grabbing on single target
  • Added a potential fix for "character that takes turn immediately after yeeted from a grab gets grab cards instead of regular cards"
  • Fixed rallying and end of combat healing not working
  • Fixed "basic_action" card disappearing after using Redraw Hand
  • Fixed stat scaling incorrectly applied
  • Fixed DungeonData ".encounters" not working



Files

Comments

Verdonator

Very nice! I love the addition of bearhugs! As for the boss, I managed to beat her on the first try, but she was certainly tougher than other units. To be fair, I had already some pretty good equipment so I found a good wain to chain her until she was weak. Because of that, I have not tested her in a "fair fight" or I guess I just played my cards right. I would be mindful that summoning are not too frequent to avoid the scenarios where she creates more units than you can destroy. Otherwise, I like the concept of this boss, particularly because of her affinity towards a particular style (summoning here). It makes me think, maybe we could have summoning abilities that invoke totem/turrets. Also, do you plan to add traps or any sort of thing that triggers based on movement? I would love binding traps like a wooden horse popping from the floor, a magic runes that trigger magic binds, a mine that attaches all attachments at once for a pretty big debuff, or more simple ones that just inflict damage or add lust.

Anonymous

boss was actually a pretty good challenge but i was able to get her on the first try. i like the puzzle she created though as far as spacing and constant worry of new threats without being just an utter juggernaut

enlit3d

I thought about traps but still uncertain on it. Not sure if having invisible unknowable effect interrupting a player unit's turn is a good fit for these kind of games.

Anonymous

Please rethink this boss. Having to wait three minutes just to take a turn because there are eight other enemies is not fun. 2/3rds of my turns being nothing but trying to break free of the goblin fodder because there's zero I can do against a grab is even less fun.