![]() ![]() When they are prepared, the next physical attack against a monk will be ‘parried’ by them, and is guaranteed to miss as a result. Rather than disarming the hero, monks now build focus to parry an attack. Monks are getting a complete change to their ability, with the goal of being less annoying and also more effective at countering enemy damage. Each elemental type has the same base stats, but different resistances/weaknesses and different debuffs they can inflict when attacking. Each elemental has a different ranged attack that they can use every few turns, but these attacks will be focused around debuffing instead of dealing raw damage. ![]() With ghouls taking the spot of basic metropolis enemy, I’m moving elementals to be a pseudo-ranged enemy! There are also now multiple elemental types, so fire isn’t the only thing you’ll need to look out for. Their direct stats aren’t very high, but they make up for this by always traveling in pairs! They’ll be much more threatening if you let them gang up on you, so make sure to use those hallways!Įlementals are getting some fairly significant changes to make them more varied and mechanically interesting. Ghouls are a new basic enemy that will appear in the early stages of the dwarven metropolis. The webs also now block projectiles, but will break apart when doing so.ĭM-200s are a new very bulky caves enemy that’s too big to move into tunnels! This gives the player a lot of control over how to engage them, but DM-200s make up for it with impressive stats and a couple abilities to help them against dodgy players. This means spinners can use their webs strategically to cut off escape or chase routes. Spinners are getting the ability to spit webs around the hero, but can’t directly web their position. Pseudo-ranged enemies are capable of attacking at a distance, but have some major drawback to their ranged attack such as a cooldown, charge-up, or debuffing instead of dealing direct damage. The new caves shamans have better stats and a new earthen-themed magical attack! Each shaman you encounter can be wearing one of a few different mask types, and the debuff they inflict with their magic will vary based on the mask.Ĭave Spinners are being slightly reworked into what I like to call a ‘pseudo-ranged’ enemy. Gnoll Shamans are getting some significant changes, and are becoming a caves-exclusive enemy! In the prison they are being replaced by DM-100s, which function basically the same as shamans do currently. My hope is that this will make their rage a gameplay factor more often, instead of just giving the hero an extra attack to finish them off. Just like with the Berserker, this shield fades over time, and they will die when it hits 0. Brutes will now rage when at 0 health instead of 1/4, and will gain shielding equal to half their health when they start to rage. This should hopefully make them a bit less oppressive against undergeared runs, especially runs with weaker damage. I’m tweaking bats to deal slightly less damage, and to heal for less than their raw damage dealt. There’s a lot to get though, so I’m going to be a bit brief for each individual enemy, let’s go! Cavesīats and Gnoll Brutes are both getting relatively minor changes. The major goal with these changes and additions is to make the lategame more interesting, better balance its difficulty (it’s too spiky right now), and to encourage a greater variety of player strategy. In this blog I’m going to talk about changes to enemies, but look forward to a second part coming later, where I’ll talk about the improvements planned for bosses. Hey Dungeoneers, the next Shattered update, v0.8.0, is currently well into development, here’s some of what’s coming!Ġ.8.0 is a continuation of 0.7.5, and contains major changes to enemies and general balance in the later stages of the game. ![]()
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