New character: Tykki, the Bombard


Placeholder art, featuring incredibly cursed head-on kobold:


Tykki is a Bombard, a Sniper class whose attacks damage all enemies within 1 tile of their primary target.

Compared to Miel, an Archer, Tykki has longer range and significantly higher Atk, but a drastically slower attack interval -- three times as long, to be exact! Because of this, despite his powerful attacks, Tykki will deal drastically less DPS than Miel to all but the toughest of targets. However, while he won't take down individual targets as quickly, the AoE of his attacks lets him hit potentially many enemies at once with each attack -- he will outdamage Miel in total if hitting at least two targets, and his damage potential only goes up with the amount of enemies for him to hit. While Tykki does have a longer maximum range than Miel by 1 tile, he also has an equally longer minimum range; while Miel is merely incapable of attacking targets directly next to her, Tykki has a "dead zone" spanning up to 2 tiles away from him, which can make positioning him awkward sometimes.

Tykki's passive, Precise Calibration, grants him a 20% boost to his Atk after not moving for 30 seconds, letting him deal consistently high damage if he can find a good spot to camp from. His active, High-Impact Shell, immediately launches an attack with 1.5x the normal power and which briefly Stuns anything it hits, halting their movement and attacks; if Precise Calibration is charged, it gains increased blast radius and deals doubled and Stun duration (as well as benefiting from the boost to his base Atk), making it truly devastating! However, there's a catch -- it resets Precise Calibration after use, requiring it to be charged again from the beginning regardless of whether the bonus was triggered or not. Tykki is a versatile unit that can be used for crowd control, sustained AoE damage, or nuking away dangerous targets as the situation requires.

I've noticed that it was far too easy to destroy enemy spawners with ranged units in Assault battles, which goes against the intended gameplay of fighting your way towards them to destroy them; Tykki turned out to be especially bad for this, as his blind area can be abused to prevent him from targeting anything but the spawners. To solve this, damage now drops off against spawners as the attacker moves further than 1 tile away.  I also greatly increased the enemy stat scaling over time in Assault battles, as the original value of 5% every 30 seconds was so trivial that I actually thought I'd forgotten to implement it entirely. Enemy stats are now multiplied 1.25x starting 40 seconds after the battle starts and every 30 seconds thereafter.

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