Assorted changes


A great number of small changes have come upon the game in the time since I've last posted!

Spawns in both Siege and Assault battles have been rebalanced! Siege battles have had their spawns slowed and organised into distinct waves, and enemies are a bit stronger to balance the format being much simpler than Assault; Assault battles now have a chance to spawn 2 enemies at once, have a slightly more randomised spawn interval, and no longer have Def scaling over time to prevent enemies becoming undamageable (HP and Atk both still scale).

The two formats had opposite problems which were further exposed by Tykki and Sakka adding actual AoE options; Siege battles would dump enemies far too quickly without any structure to follow or real threats to the player, and were far too easy to trivialise with AoE attackers that could easily blow through the swarms of weak enemies. Assault battles, by contrast, would spawn enemies in a completely predictable pattern, and far too slowly for AoE characters to be of any use at all. Both of these have now been rectified! The Siege issue is of particular interest to me, because it made me consider how important it is for the game to give the player a clear pattern to follow; random enemies being constantly dumped from random spawns en masse wasn't fun.

Additionally we have a number of visual improvements to battles:


A front end has been added to battle maps to give a sense of three-dimensionality, graphics have been added to indicate spawn points in Siege battles, and most importantly, numbers now appear when an enemy or ally takes damage for feedback purposes! Huzzah!

The item menu has also had its controls revamped, and there have been many small changes on the backend which probably wouldn't be of any direct interest to players but will make the game run better, behave more stably, and be less of a headache to debug, which certainly makes me very happy as the dev.

Next up is to add more equippable items to the game, which is already well underway!

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