Chronicles of Acorn Chapter 1 Alpha Difficulty Patch (Patreon)
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I've had reports that the very first boss of the game is too difficult. Well, if you fight it too soon, as in level 1-5 without Sally's full gear found, ya! You're gonna get smoked ^^;
It's an extremely difficult balancing act believe me. If we make the first boss do less damage, then it wont do ANY to Sally at level 7 with all the gear found and equipped. ^^; trust us, we tried this. So we really aimed to make it hard enough for level 5-7 with full gear to have a good fight still.
So how do we go about fixing this problem for some players? I have some ideas. The first is I could increase Sally's base HP so her survivability is increased in the beginning, making the first boss easier for folks. The second idea is I could instead make the first boss Blindable, meaning half of his attacks will likely miss which could make it a lot easier for a first boss.
My next idea is to make an easy mode version of bosses, or at least this one to start with. When the battle is about to be initiated, a prompt will appear asking if you would like to fight the [Normal] boss or the [Easy] boss. Which would give players who are struggling a way to get through.
So based on feedback I'll begin working on the changes for that fight.
Now, I've been told the encounter rate is pretty high still, so my thoughts on fixing this... The issue here is that the map is fairly small, and if the encounter rate is less, you guys will be able to plow through it and you dont level up much before the boss, which is gonna make it a super hard fight for everybody trying to progress that soon.
If this really is an issue though, I do have some ways I can try to fix the problem. The first idea, I can lower the encounter rate, and increase the amount of exp each enemy gives, to make up for the lack of encounters. This would give you guys much more time to run around but less battles. More exp would allow you to level up quickly though.
My second idea is to design the encounters on a "Stay out of the lava" design. Basically there will be obvious tiles that encounters will spawn at, so to explore freely and avoid battles, you'd need only avoid those tiles. This would give players complete freedom of choice about random battle encounters, but there's a reason classic RPGs dont make it a choice. Without being forced, players might avoid fights too much, and lack exp and levels to progress past bosses.
Let me know which idea sounds good.
As for Hard Mode, it's flipping hard. xD but only at first. If you manage to make it around the map and obtain the Star gear, you'll have a much more easy time getting through it all. Still, some changes are going to be made to make Hard Mode a bit more forgiving.
The first- I'll be adding a save bucket where Sally spawns in Hard Mode so you guys dont have to keep going through the credits to get to it.
Next- I'll be cutting the Caterkiller and Spybot enemy HP by a good percentage, as they have far more than necessary.
Third- I'll be adding a new skill at level 12 that buffs Sally's survivability. Might give her a digital shield to increase her defense or something else that will make Hard mode more fair and less heal intensive.
Fourth- Crabmeat Star's evasion buff is a bit too high, making it very hard to hit. I wanted it to be hard to hit, but I didn't intend to cause so many misses.
Fifth- In the current build, the Egg Turret Star mini-boss is EXTREMELY hard. Much more than I intended. I mean, if you're into fights where you have to learn the mechanics and execute moves perfectly, then this would be for you. However in it's current state it's only barely beatable. Sallyhot managed to do it, but yeah it shouldn't have been as hard as that. Honestly, I do want bosses this hard in the future, but I just think it's too soon to go this extreme ^^; SO, I'll be fixing the fight up. Cause honestly, it's only that hard since Guard is broken in this particular fight. And since Sally can't guard, she takes a whopping 75% of her health, and the turn before that she takes an inevitable 20%, meaning to survive you have have full health on turn 3, take 20% or less damage, then receive 75% damage immediately on turn 4 before you can even heal. So it's a situation where on turn 4, if Sally doesn't have 635 HP or more after she gets hit by the Egg Turret's regular attacks, she's gonna be killed in turn 5 by a 600-630HP damage move. So to win, you have to get lucky, and play extremely perfect. I want extreme battles to be like this at end game, but not in the beginning of the game. ^^;
ANYWAY, I'll be fixing this fight.
SO, along with these difficulty balance changes, I'll be fixing a few bugs Sallyhot and I found. :) Please be sure to let me know what you think of the options I listed above! I need feedback on what you think I should change!
The patch should be rolling out Later today or tomorrow the latest. Tata for now!
-Blazeymix