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Since the last update I have been working on actually implementing the new abilities for each class. Here's a revised version of the last post:

Warrior

  • Masochism: Restores 10% of your max HP and adds 1 arousal. Counts as a damaging effect.
  • Injury to Insult: Deals 7 physical damage to all enemies taunted by you.
  • NEW - Infuriate: For the remainder of your turn, Physical Attack costs 1 AP and restores 2 HP. It also enrages your victim, taunting them and increasing their damage done by 25%, stacking.

Monk

  • Meditate: Restores 1MP immediately and at the start of your turn for 5 turns. This effect is cancelled when you take damage.
  • Low Kick: Knocks all enemies down for 1 turn, dealing 8 damage and interrupting them.
  • NEW - Circle of harmony: Increases all avoidances by 8 for 3 turns. This effect is removed when you use a detrimental action.

Cleric

  • Reserection: Restores a defeated player to 50% of their max HP. (Long cast time, high mana cost)
  • Penance: For the remainder of your turn, your healing effects do damage instead.
  • Radiant Heal: Restores 15 HP to all friendly players. (Cast time, high MP cost)

Tentaclemancer

  • Infusion: Adds mana to your target, but also arousal.
  • Grease: Reduces the AP cost of your target's next 3 actions by 2, but causes them to generate arousal on the caster.
  • Slime Ward: Places a slime ward on your target for 2 turns. If the target reaches max arousal, they regenerate all their mana and ignore the normal orgasm effects.

Rogue

  • Dirty tricks has been removed.
  • Exploit now has a chance of stripping an enemy.
  • NEW - Sneak attack: Deals 4 corruption damage. Only usable on enemies that didn't target you on their last turn, and only once per target and turn.
  • NEW - Combo Breaker: Interrupts and deals 10 corruption damage to an enemy who is actively charging an action.
  • NEW - Tripwire: Sets up a tripwire for 2 turns. The next opponent to use a melee attack is knocked down and loses 3 avoidance of all types for 1 turn.
  • NEW - Steal: Steals a random item from your target.

Elementalist

  • Earth Shield changed: Grants your target 3 stacks of earth shield for 3 turns. Each stack reduces damage taken by 1. Taking damage removes 1 stack. Also blocks most interrupt effects on your target.
  • Choke removed
  • NEW - Discharge: Deals 4 elemental damage to all enemies. Soaked enemies take double damage and are interrupted.
  • NEW - Riptide: Summons a riptide after 2 turns, healing all friendly players for 3 HP and 1 MP instantly and every turn for 3 turns. Also soaks all enemies for 3 turns, decreasing their elemental avoidance by 2.

Generic (All classes)

  • Pummel: Does heavy damage and interrupts. But is on a cooldown.
  • Rest: Restores HP, MP, clears arousal, and ends your turn. But reduces your physical & corruption resist for 1 turn.
  • ??? - Still need an idea here. Suggest something!

Want to suggest your own actions or passives? Leave a comment here or on GitHub!


Other upcoming changes:

  • Class primary-stat has been removed. As in the bonus you get from primary stats based on the class. Classes will instead get more base points into their stats, and gain primary stat points as well.
  • Rarity calculator was giving high rarity rewards way too often.

The current plan before the next release is:

  • Implement Rest and a third generic ability you can unlock.
  • Add a town outside the Yuug capital.
  • Add the outer ring of the Yuug capital, with action trainers and a trainer system.
  • Update the UI for the new spell system.
  • Add a small quest to unlock the Pummel ability.
  • Update the error notification system to play nicer with the netcode.
  • Character imports/exports
  • A way to go AFK in netgames and let your character be controlled by a bot.
  • A difficulty setting (let me know if you have any ideas how this should work)
  • Where did the otter and the broper go?

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