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Well, it's time for resolutions... so as we all get back from vacation I'd like to lay down some groundwork for what to expect in the next few weeks.

The last few weeks have been relatively uneventful with mainly some minor balance tweaks and quality of life additions such as tooltips and extra reminders in various situations. Also, cursed items will uncurse when you remove them yourself, although not if they get replaced by an enemy (one can say the item lets itself get taken off, hehe)

The plans are all really tame, no major overhauls planned, although who knows as my plans have been known to change on a whim.

The following are in no particular order, and unimplemented as of now. As always, if you want to motivate me to work more feel free to become a patron :)

- Some tweaks to the Rope Kraken enemy. This enemy has been stumping players for a long time due to its overwhelming map presence and lack of effective counterplay, but after using AoE to remove the tentacles . The goal will be to reduce the quantity and durability of tentacles but instead have it respawn its tentacles, damaging itself in the process. This should allow melee players to face a never-ending swarm of tentacles while still feeling like they are making meaningful progress against the enemy itself.

- A new tileset, extending the number of floors to 20.

- Scaling buffs and penalties based on goddess rep. Having high rep will make restraints easier to avoid and reduce the mana costs of spell categories. Having low rep will cause orbs to be more heavily guarded by Orb Guardians, add buffs to certain enemies, and make escaping restraints more difficult.

- Ancient Restraints will now allow you to stack restraints on top of them for an extra-tight experience.

- Keyboard controls for dialogue, allowing you to quickly control dialogue by using the up/down keys and a new Select hotkey.

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