Patreon Weekly #20 - Oct 18th, 2019
Added 2019-10-19 03:52:16 +0000 UTCHello Patrons!
Welcome to weekly number 20! Its crazy to me that we're already approaching half a year worth of weeklies! This Patreon only started really growing in earnest in the last two months though, since then we've gained ~$80/mo spread over ~25 patrons. At the current pace we should be hitting $200/mo around the end of the year, and I'm looking forward to getting that discord set up!
As mentioned in Weekly #17, during the development of 0.7.6 I'm going to go over my thoughts and rough plans for each region. We covered the caves in #17, now let's talk about enemies in the Dwarven City!

Ghouls are a brand new enemy that I'm planning to add to the dwarven halls. They help fill in a power and a lore gap in the game. Currently floors 16 and 17 are much more lethal than 18 and 19, and adding ghouls can help with this by diluting the quantity of elementals and warlocks. My intention with Ghouls is that they will be weak individually, but will travel in groups to compensate! I'm very interested to see if a sort of group enemy could work well in the constricted environment of the dungeon, and I'm planning on giving them some tricks to help with congestion. Ghouls also help with lore, as they explain what has happened to the dwarves which were not devoted to the current king...
Elementals work well as a basic enemy with a single debuff attached, but especially since Ghouls are being added, there's some space for elementals to be a bit more complex. Given the success of necromancers I'm looking for more opportunities to add 'pseudo-ranged' enemies, which don't just directly attack at a distance, but are capable of affecting the hero with abilities outside of melee. Elementals also have an easy avenue for more variety, as there could be different types based on different elements. Each element could have a slight ability/debuff variance while keeping the same base stats. I'm sure you'd all love a shocking elemental, for example π.
Warlocks are a real terror for most players currently, I'd like to scale them back a bit while still keeping them as the staple ranged threat of the dwarven halls. In particular, while their debuff is mechanically interesting, the end result is that it strongly discourages players from using higher-tier gear, which I think is a bad thing at such a late stage of the game. I don't have specific plans yet, but I'd like to scale back their melee damage slightly and give them a different debuff which is punishing in a new way.
I really like the overall counter-melee theme that Monks offer, but currently their specific mechanics are very annoying. Having to scramble for a dropped melee weapon just isn't fun, and they often encourage the player to just build even more damage so they can be killed before they get a disarm off. I'm considering tweaking Monks to have an ability that still counters melee attacks but does so in a way that's less frustrating. I'd also like this ability to be more front-loaded, which means it can't be countered by just dealing more damage.
Golems currently offer no flavor on top of a slow attack speed, I'd like to improve on that by doubling down on them being a big powerful enemy. Similar to DM-200s, I want Golems to be a large enemy that can't move through doors or tunnels, but they will have additional power to compensate! Similar to DM-200s, I'm not 100% on the details yet, but Golems may get access to some magical trickery to help compensate for their lack of regular mobility.
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My plan for 0.7.6 is to release an initial beta with all the enemy changes, and then consider the tweaks I'm going to make to bosses. As I mentioned before, I am likely not going to do full boss reworks in 0.7.6, but I do hope to make targeted changes that substantially improve them. I'm going to be working on pinning down details and implementing on the caves next week, to look forward to more specifics for that in the next weekly!
Comments
I am considering some sort of damage-reflection, but it certainly wouldn't be as random or powerful as with acidic scopios. Infact I'm almost certainly going to rework them when I address the demon halls.
Shattered Pixel
2019-10-19 20:15:49 +0000 UTCAs long as monks don't become Acidics defensively, I'm happy.
Zrp200
2019-10-19 19:57:45 +0000 UTCI'd like bigger enemies to be weaker to ranged strats (obviously) without just sitting there and doing nothing. I've been nonspecific because there are a few ways to accomplish that and I'm not quite certain what would work best yet. I'm definitely mulling over giving DM-200's a limited ranged attack, but there's also the possibility of AI tweaks or other abilities which help compensate.
Shattered Pixel
2019-10-19 16:31:40 +0000 UTCI'm really looking forward to every one of these changes! The warlock rebalance specifically stands out to me as something I'd love to see how it's implemented. Perhaps golems could have some way of dealing with ranged players attacking from hallways, with a sort of ground pound or fissure attack that fits thematically but can extend beyond melee range. I'm also realizing that killing DM-200s and golems will be extra interesting, as you can't get surprise attacks on them in the typical way, which will make tactical grass use much more important in combat against them.
Lassoloc
2019-10-19 15:38:21 +0000 UTC