XaiJu
Shattered Pixel
Shattered Pixel

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Patreon Weekly #16 - September 20th, 2019

Hey patrons!

Just last week I mentioned that we were on track to reach $100/mo, but I definitely wasn't expecting that we'd hit it in just another week! In celebration of hitting the goal, and also to test out Patreon's polling functionality, I might do a "patron poll #0" in the next few days. This will be in addition to a regular poll for the next Shattered update, and will be on a fairly minor topic, just to get everything warmed up. Thanks again to all of you for your support!

Now, regarding content. The 0.7.5 beta has been out for a couple of days, but one major thing absent from it so far is the Tengu rework. I'd like to explain what has changed and why things were delayed.

You might recall that I previously teased a mirror image ability for Tengu. This ability was going to be a part of his third phase, but after testing I've decided to axe it for now. Mirror images are really thematically cool, but once a player realizes how to tell which Tengu is real, the images become a non-factor for player decision-making, and just make the fight more complicated without any real benefit. This is an issue Tengu's fight already has in its current state, where figuring things out is very fun on the first try, but not so much after repetition. I do still think mirror images or shadow clones or similar could work really well, but I think I'd need to design the entire fight around them. If I ever do that 'Boss Variations' idea that I mentioned in the 2019 plans blog post, Tengu will likely get that as a variation.

So, what is Tengu going to do on his third phase instead? Similar to how the new stage 2 is keeping the maze theme but making it much more focused, I'm going to have stage 3 keep the 'chasing Tengu' theme but make things much more focused.

Phase 3 will now happen in a totally open arena that is smaller than what I teased previously, but still bigger than the phase 1 arena. Just like in phase 1, Tengu will blink around this arena to evade the player, but he's going to do something else instead of laying traps. In addition to chucking regular shurikens, Tengu will use a few new AOE abilities which are intended to make the process of chasing him down more interactive.

I'm currently planning three separate moves, which spread danger in different patterns. These moves are all avoidable with good positioning, but you might need to think a turn or two ahead:

- Tengu will throw an improvised explosive device in front of the player. Similar to Goo's pump up attack, this will build power for two turns and then explode in a 5x5 radius! Ideally, the player will avoid the blast while still moving toward Tengu.

- Tengu will throw an improvised shocking device (likely made out of DM-100 parts). These devices will shock and damage adjacent cells, alternating between a + and an x pattern. Unlike the other two abilities these will persist for the rest of the fight, but if movement is timed wisely you can dance around the shocks!

- Tengu will scatter a flammable powder infront of himself which repeatedly momentarily snaps into flames as it spreads forward. This create a sort of slow-moving wave of fire which the player can avoid if they run through at the right moment.

All of these attacks take two turns of Tengu's time, and won't be used constantly, so ideally they'll provide some great strategic variety without being overwhelming.

I'm hoping to get the fully reworked Tengu fight ingame in the next few days. After that there'll be the usual bit of time spend on polishing the update, and then it's on to 0.7.6!

Comments

ooooooo. Yeah, I totally got the impression that only one would be used. Otherwise, I wouldn't be directly comparing them. Looking forward to an interesting tengu fight!

Zrp200

Oh I didn't mean that tengu would only use one of each of these abilities each time you fight him. He'll pace things a bit so that people won't be overwhelmed but I do intend for him to use all three of these abilities during stage 3.

Shattered Pixel

Shower thoughts, why not implement ALL of the options and have Tengu choose randomly which one he uses at a given time? Yes the noob killing potential is....high, but I think that would make stage 3 incredibly fun to play.

Zrp200

I don't actually intend for the shocker to stun you, the electricity is more a theme for it, and its meant to be more interesting because it lasts the whole fight, so its a permanent wrinkle to where you can go. I may also make the fire wave do damage + burn if its otherwise too easily countered. I sort of skimped on the specifics for the abilities because I haven't implemented and tested them yet, and the weekly was already very long.

Shattered Pixel

Boss variations sound as awesome as ever. If you ever do that, I think it would add a lot to replayability at the small cost of some extra noob deaths.

Zrp200

My thoughts on the options: #1 (Arcane Bombs) > #2 (Shifting Electricity) > #3 (Shifting Fire) The second one looks to me like it will synergize on the whole much too well with Tengu's DPS; getting accidentally paralyzed sounds like a one way ticket to your assassination as Tengu pelts your helpless figure with shurikens. Alternatively, if the shock does indeed work where the shifting pattern allows you to move after a turn rather than resulting in your quick death, then the electric field sounds like it might not actually be that dangerous to the player, only gaining Tengu single turns when walked through and easily bypassable with elements and purification. #3 (fire) feels like it would have too much complexity for something that honestly doesn't sound too dangerous. A player with armor of brimstone, a fire imbue, or a potion of purification or two can simply ignore the hazard and either charge Tengu or continue sniping him with a wand, thrown weapon, or Spirit Bow. Sad Ghost and heroic images are also immune to fire, allowing them to also run towards tengu while he's busy playing with fire. I'd really rather not see this end up being the ability; #2 is better than this, imo. Now, in contrast to the previous two options, #1 has a few things going for it. First, it is straightforward, requiring the least amount of thought on player's side to realize what's in store for them and how to avoid it. Additionally, it is not cheesable, as there are no ways to directly nullify a bomb explosion short of possibly evading it or utilizing stasis. As such, this in my eyes makes #1 the most consistent method of giving Tengu a way to hinder approaches and bother ranged attackers, especially if he can throw at least two in quick succession.

Zrp200

That does sound a lot more manageable both in difficulty and enjoyablity. I'm really looking forward to seeing how this eventually plays out. I'm posting my thoughts on the options in a main response.

Zrp200

There will very likely be stat nerfs if I go fully down this approach and Tengu proves too strong. The abilities taking multiple turns for Tengu is also there to help reduce the amount of shuriken spam. As for ranged strats, overwhelming ranged damage is definitely always going to be the best against Tengu, but one thing I like about these abilities is that they will force both melee and ranged characters to move around at least a bit.

Shattered Pixel

So my personal thoughts on that matter is that, aside from the obvious effect of Tengu losing immediately to lightning dumps, I really love your idea of having a big open arena for tengu. I am worried a bit about how drastically his lethality will increase in tandem with the removing of cover and the introduction of one of those three abilities to hinder melee access to him if the player lacks a good long ranged wand; perhaps a few statues or 1x1 or 3x3 pillars would be cool to hide behind? Tengu is already incredibly lethal if you let him attack you without having good armor, as his only current limiting factors are the small room in phase 1 and how exploitable he is in phase three with plenty of opportunties to rest back up and stretch locked room recovery followed by a strategic approach behind cover. Even so, approaching the guy at half health during phase three is practically lethal if he gets more than three hits in, which isn't unlikely given his excellent accuracy and evasion. With those two impediments removed and no mention of stat nerfs, fighting Tengu with no strings attacked in that arena already sounds like a massive difficulty boost for the fight in general, much less challenged runs.

Zrp200

Holy shit, you did it! Congrats on the milestone!

Zrp200


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