New fight + Diana rework
Added 2022-02-05 01:55:00 +0000 UTCFixes
Fixed paralyze, should properly count down and display, now.
Stopped bimbo from granting negative mp.
Diana
Acid Bolt now deals Water damage instead of Nature, adds Melting instead of Def Down. It was formerly redundant with the Nature dmg provided by Toxic Strike.
Cold Killer now adds a debuff (sometimes), bleeding! Felt unfun to have no debuff attached.
This overall gives Diana access to Nature dmg, Water dmg, Shock dmg, and Ice dmg. Still retaining a weakness when it comes to aoe dmg. And now she has access to 3 different DoT effects.
Reduced Night Strike's Sleep duration. Now randomly inflicts for 1 to 3 turns. Seems a little silly to have an at-will consistent 3 turn stun.
Reduced Backstab from 2x damage to 1.5x damage. Has no real cost included so, getting a free 2x damage on top of sleep/frozen bonus is much.
Speedsteal replaced with Quicken. Costs MP but casts Haste on self. Sometimes you get lucky with a big duration.
Powerpilfer replaced by Spellsteal. Diana can snatch all positive buffs on a target with one go. I feel this gives her a neat, unique mechanic, rather than playing around with atk up/atk down like Beth does.
Need to tidy up her move-text but otherwise I think she's in a good synergistic spot right now.
New Content
Pink Slime fight added! As well as ending. Sitting in the cheats somewhere. Rough around the edges but should serve as a nice intro to part 2 & the new character.
As usual, this is live here.
https://flagcatcher.itch.io/slime-proto
pass: diana