Not proud of the delays but here it is. No new monsters, I was mainly sprucing up the mechanics and adding new attacks and so forth.
Uhhh, play it here
https://flagcatcher.itch.io/xenospermia
There was also a new story post (Party Wiped 2) but it's been a few days so I didn't see any particular need to post about it
Updates:
Added Melted and Ignited (DMG over time)
Added Acid Bath (Basic caustic attack, inflicts Exposed/Melted)
Added Flash Frz (Basic cryo attack, inflicts Iced/Chilled)
Added Tranquilize (Low accuracy SLEEP spell)
Added Sterilize (Thermal damage + 25% chance to remove each buff on target)
Added Snoozed status effect (Sleep status. 25% chance to wake early. Damage also wakes early)
Added Vegcide & Bugcide (Bio/Caustic damage attacks. Former deals extra dmg vs Plants, latter deals extra vs insects & amphibians. Also adds a debuff but nothing terribly special just Poison or Exposed, respectively)
Added Iced (Temp stun/freeze)
Added Refract (Minor radiant dmg plus random status effect)
Added dazed, glowed status effects
Fixed oversight that broke element type recognition... What a mistake @.@
Status effects already changed a sprite's color, but I've added more color/tint changes to the sprites. This should help you discern at a glance what's going on. Additionally, more text that alerts you when an interaction cancels out a buff or so on.
Changes:
OpticLzr now deals 25 instead of 15 base damage. However, inflicts a turn of overheat onto self. That prevents using lzr or regular attack for said turn.
Reasoning: Regular attacks should generally use radiant element (Chel uses laser handguns). Therefore OpticLzr already offers negative synergy. This change should encourage the use of another tech move like AcidTst, allowing one to attack despite overheat's refractory period. I will probably increase Overheat by another turn or reduce damage to 20 since downside's not big enough atm
More Changes:
IDK but some older update fucked up all the splices, and that came down to an <</append>> written as an <</if>> instead. How fun. Fixed!
Another dumb thing I overlooked. You know how bone dart hits all enemies? I had trouble with that glitching out and getting the active character's turn confused. Turns out the solution was dead easy, delaying the turn queue switch 1 second, allowing all damage and sprite changes to resolve before that. Yay! AoE damage works like a breeze now, and it does not require a separate damage module.
Reactions implemented, along with reaction menu. Pretty trivial to do as it copies the act menu. You'll probably be able to have 2 or maaaybe 3 reactions equipped, and there is support for more, but that's probably for boss monsters. Reactions are pretty simple and triggered by certain dmg types and factors; ie, attempt to Vitalize self for HP regen if under 1/4th HP while attacked, or use Acidproof on self when hit by caustic attacks, or inflict Melt onto an enemy that uses a kinetic attack on you. Reactions are disabled whenever actions are disabled and one buff, Numbed, specifically shuts them down.
I doubt I will have complex reactions (such as a full-fledged counterattack) due to tedium/limitations (attacks run a decent amount of code/calculations, a discrete counter-attack requires an involved animation with probably 500ms-1000ms spent on resolving it, there would have to be a whole-ass 'stopper' that would have to pause everything between turns to resolve counters, etc.) Like don't get me wrong it's possible within the engine just didn't make it with that in mind and it would impose some ms of delay each turn for some feature that isn't always gonna be used. That being said, we can still run some shorter code with simple damage formulas to get a simple direct-damage counter of some sort.
Even More Changes:
Those fancy new reactions include:
ReactiveBld - Hit enemy with Melt DoT when attacked
RecoveryItm - Use weakest Gauze on self when attacked
RegenHP - Buff self with HP regen when <1/4th HP and attacked
RestoreHP - Instantly regain 1/4th HP if attacked while <1/4th HP
ResistBullet - Buff self with Bulletproof when hit by a kinetic atk
ResistAcid - Buff self with Acidproof when hit by a caustic atk
New passives:
Pharmacist - Increases item healing
BtlMedic - Increases first aid healing
Antacid - Prevents caustic debuffs
Antifreeze - Prevents cryo-related debuffs
Vaccine - Prevents bio-related debuffs
BurnWard - Prevents fire-related debuffs
Added Passives. Pretty easy since equip system reuses actives/reactives template. Passives are for boosts to abilities and so forth, like increased item healing. Skill/action-based boosts
Dynamic Projectiles System
Creates a projectile effect centered on targeted enemy. Looks neat.