Ankh Improvements | Patreon Poll #18
Added 2021-06-08 16:42:46 +0000 UTCHey Patrons!
As mentioned before, v0.9.4 is going to focus on a variety of small to medium changes, some of which are concerning items. While another major item rework is a bit much given what I’m already planning for v0.9.4, some changes to a less complex item would fit in quite nicely.
I’ve wanted to make some improvements to ankhs for a little while now, and so I’ve put together two proposals for each ankh variety for you guys to vote on!
The results from this poll will determine what changes I make to Ankhs in v0.9.4!
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Please vote for all the options that you like, not just for your one favourite! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice. For this poll, one choice will be picked for regular ankhs, and one for blessed ankhs.
All patrons are encouraged to share their opinion by commenting and voting, but currently only the votes from Golden+ Supporters are counted when determining a poll winner. Votes from Shattered Supporters are worth double!
Unblessed Ankhs
Firstly, here’s the current behavior of regular ankhs, essentially unchanged from vanilla:
- Instead of dying, the hero is teleported to the level entrance with full HP and no debuffs
- Enemies are cleared and new ones are spawned
- The hero loses all items except specific unique ones (e.g. bags, hero starting items), and items they have equipped.
Losing all items is an extremely harsh trade-off, and so players generally only use regular ankhs if they can exploit them by dropping their items first. I’d like to buff ankhs and close up some loopholes in their functionality. I’ve got two proposals here, that both let the player keep their items, but with some strings attached.
The first proposal is:
- Ankhs no longer remove items from the player
- Ankhs have a chance to fail (perhaps 33%), causing the player to die. Multiple ankhs can be stacked to increase this chance.
This change is a pretty straightforward one, but I’m unsure how well a chance-based mechanic would work. On one hand I think the tension of waiting to see if you get revived would be really cool, but it also means success for some players will come down to luck. This does nicely remove the current exploits involving ankhs though.
The second proposal is:
- Ankhs now teleport the player to a random location, instead of level start
- The player’s backpack is dropped where they die, making everything but their weapon/armor inaccessible until they retrieve it.
This is a more complex change, allowing the player to keep their inventory if they’re willing to fight their way back to it! This change is obviously inspired by similar mechanics in games like dark souls or hollow knight. My main worry with this approach is in specific unlucky cases not having inventory access may be essentially a death-sentence. That may be a fair tradeoff though, and this mechanic nicely closes ankh loopholes without relying on chance.
Blessed Ankhs
Blessed ankhs are in a much better place, but there are still some things that could be done to improve them a little. Firstly, as a recap, when the hero hits 0 hp a blessed ankh does the following:
- The hero is healed to 1/4HP and cleansed of all debuffs
- The hero is given acting priority, so they should be able to do something before enemies can.
The 1/4 HP heal is an old compromise I made to prevent players using blessed ankhs like extra healing potions. Because of this, blessed ankhs feeling a little lackluster. I’d like to try and give them a little more oomph while also removing the unintuitive ‘acting priority’ behaviour.
The first proposal is:
- Instead of acting priority, the hero is given 2/4 of their HP in shielding.
Since the original blessed ankh change was made, shielding was added as a mechanic in Shattered, and it seems like a perfect fit for this! This change would give the hero more survivability without making stacking blessed ankhs for healing an effective strategy.
The second proposal is:
- Instead of acting priority, the hero is given 4 turns of invulnerability.
This one gives a similar effect to proposal 1, but has a bit more short-term power, and is arguably more thematically appropriate for an ankh. I’d be interested to see what strategies the player might come up with using this short term invincibility. Note that this wouldn’t work in conjunction with berserk or endure.
Comments
Yeah the idea may need some tuning, though I worry if innate items are preserved the whole mechanic becomes trivially easy for the Rogue, who can just cloak to his items. Keep in mind of course that the 'taking away core functionality' is something that's only temporary, even if it's unchanged. The player will immediately get everything back once they return to where they died.
Shattered Pixel
2021-06-09 17:40:23 +0000 UTCI agree there's some tuning that might be needed here, but I worry that allowing more extended items will trivialize this in many cases. For example, the Rogue will simply be able to cloak to his items, and any hero with chains or an hourglass could easily evade enemies.
Shattered Pixel
2021-06-09 17:38:56 +0000 UTCYeah that's exactly what I'm hoping for, pretty much the same gameplay archetype as in dark souls. Death with an ankh it's brutal anymore, but it really puts you on the back-foot.
Shattered Pixel
2021-06-09 17:36:13 +0000 UTCYeah it seems most people are in agreement that a chance mechanic isn't something they want on ankhs. I like the idea of the tenseness of seeing whether an ankh would save you, but agree that it probably doesn't offset the frustration when they fail.
Shattered Pixel
2021-06-09 17:35:10 +0000 UTCI don't use ankhs, except when I'm chasing that 6 challenge badge. As such, I don't have much of an opinion on the blessed ankhs, but I do have some questions about how option two for unblessed ankhs would work: does it mean that the huntress' bow is gone since it's in the bag? What about the mages' staff if it's unequipped? I think that starting equipment still needs to be saved -- a huntress sans bow would make most builds totally unusable. Anyway, I like the idea of having to search for your stuff, but I'm against anything that would take away core functionality from some classes
SH
2021-06-08 18:16:58 +0000 UTCI agree that the unblessed challenge aspect would be very cool, but I fear it would be disproportionate based on you class. Warrior would be fine, huntress and rogue would not. And mage depends on whether or not you've staff dumped :p.
Byrnorthil
2021-06-08 17:05:58 +0000 UTCYes, it's a really common strategy when playing with lots of challenges on. Drop your gear near the floor entrance, then fight until you die, the ankh respawns you with full health and hunger, and you don't need to use food or healing potions (which might not be available due to the challenges)
D
2021-06-08 16:55:18 +0000 UTCI love Proposal 2 for unblessed! Having to fight ones way back to your gear is amazing and actually gives you a fighting chance. If you die with an unblessed ankh in the later game you're dead anyway, you will likely never recover, because you'll lose all stockpiled potions that you will likely need. If for some reason I die with an unblessed ankh, I just end that run and start again, it's very rarely worth it. But having the option to go find your gear (even if it's hard!) Is amazing and really changes things!
D
2021-06-08 16:53:40 +0000 UTCWait you can exploit unblessed anks this way? This is an amazing idea! I never thought about it =p
Paul Stenne
2021-06-08 16:48:53 +0000 UTCOh man. My Friggin luck would be having a great play through, not pay enough attention, get killed and lose to chance.😂😂
Chewyou
2021-06-08 16:46:56 +0000 UTC