Patreon Weekly #27 - Dec 7th, 2019
Added 2019-12-07 21:15:40 +0000 UTCHey Patrons!
Firstly, I'd like to give a big welcome to our newcomers! A decent number of folks joined up after the recent blog post, and that now puts us at over 3/4 towards unlocking the community discord! Once we get a little closer I'll likely make a new post to ask for suggestions/feedback for future rewards, as we currently don't have anything specific at the higher tiers.
I'm currently working on getting beta-1.3 ready to release early next week. In addition to a bunch of bugfixes, beta-1.3 is going to add in the missing regular mobs. This should include mimics, DM-200s, golems, and rare variants of mimics and statues. I'm also starting to get some numbers in regarding difficult, and will likely be making a few tweaks as the state of the game's current difficulty becomes more clear. Currently the only clear issue is that there's still a spike in difficulty on floor 11, shamans have a 20% chance to pop up there and that might be a bit too harsh.
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Once beta-1.3 is out, I'm going to be free to start working on boss improvements! I don't currently have any final plans for boss changes, so all of this is still a bit up in the air, but I to feel confident enough to share some general details for DM-300 and the Dwarf King:
I'm hoping to make the DM-300 fight more interesting than just a straight gear check with passive abilities:
- Whereas Tengu is a fight where the player has to chase the boss down, I think it would be interesting if DM-300 is a fight where the player needs to evade the boss.
- DM-300 will likely be a large enemy, like DM-200s and golems, which gives the player opportunities to hide from it.
- I will probably take the current passive DM-300 abilities and turn them into more active abilities instead, such as shooting a jet of toxic exhaust instead of passively spreading it.
- Finally, to reinforce the theme of having to evade DM-300, I'm likely going to give the boss an invincibility phase or similar, which will force the player to retreat. Tunnels would be an obvious place of refuge, but DM-300 does have a big mining drill...
I want to double down on the Dwarf King being a minion master, and make those minions a more significant part of the fight.
- DK will likely no longer need to walk up to pedestals to summon, which leaves him free to do other things.
- As minions are now spawned more passively, I will likely restrict them to summon one at a time, but each undead will also be individually stronger. There's an obvious opportunity to re-use the regular enemies from the dwarf halls here.
- There will be some mechanic to punish ignoring spawns, likely by making tougher undead show up based on how many are currently alive.
- As the fight progresses spawns will speed up. I'm considering having a later phase of the fight be DK shielding himself in desperation while you have to exclusively deal with summons.
- Damage rushing the undead spawns will likely be a strong strategy here, but I may put in some checks so that it's not too good. For example, undead might spawn slightly faster if they're killed very quickly.
Comments
As the fights aren't fully designed yet I'm not certain exactly what abilities each of the bosses will have, so I was being a bit vague when referring to DK. I'd like him to do more than just rush up to the player and whack with his sword.
Shattered Pixel
2019-12-08 17:50:39 +0000 UTCI don't think giving DK passive regen is a great idea because it will push the fight more towards being a damage rush, but having him shield/heal himself at a particular stage of the fight (perhaps when you are exclusively fighting undead) seems very likely.
Shattered Pixel
2019-12-08 17:49:10 +0000 UTCPerhaps DK can finally get hp regen? Always thought it was weird he was immortal but couldn't Regen
Zrp200
2019-12-08 00:23:03 +0000 UTCi have to say, that dk idea sounds pretty terrifying. what kind of "other things" would he do, though? also, the dm-300 idea is really cool. i'm imagining something similar to the Treadnought, where the map begins with lots of places to hide, but they slowly diminish until the fight arena is pretty much open. i have high hopes, and a boss rework has been needed for a long time. tengu is currently the most interesting by a far margin, and i hope that this can help the others shrink that gap significantly, and feel like interesting and engaging bosses rather than just buffed up enemies.
Lassoloc
2019-12-07 21:23:01 +0000 UTC