📜Anatomy of a Boss & Hotfix 1.7.3📜
[h2]Ladies, gentlemen, faefolk of every creed, good evening![/h2][p]
Tonight we're releasing an update to the demo that reworks the first boss encounter in Sunflowers and the Goddess of Death, Galgam'yrth, Avatar of Ishti.
Our goal with this rework is to make the encounter more fun at all difficulty levels, more challenging on Normal and Certain Death difficulty, and generally just a little more thematic of a fight.
First off, we wanted to open this announcement with a little insight into how we are designing boss encounters in Sunflowers and the Goddess of Death.
Gaglam'yrth is back for round 2 and ready to put the "death" in Certain Death.
[/p][p][/p][h3]Anatomy of a Boss Encounter[/h3][p]There are many RPGs out there that include difficulty levels, that's nothing new. However, for many games, the addition of a "hard" difficulty usually just means the enemies have increased stats, or the player gets reduced XP, or some other sort of numbers-related twist that doesn't really add more challenge, it just makes the game require more grinding in order to win.
For us, that is the exact opposite of what we want Certain Death difficulty to feel like.
We want the game's most arduous battle encounters to require practice, strategy, and creative thinking in order to win.
Further, we want players who prefer a more relaxed RPG to enjoy the fun of experiencing the same boss mechanics that other players will, just in a more forgiving manner.
Frolic difficulty players deserve the same level of fun with the game's combat system as anyone else. "Easy" difficulty doesn't need to mean "there are no mechanics and battles are boring on this setting."
In essence, with every boss encounter we design, we try to keep these tenants in mind:
🌻 Normal difficulty should be a challenging but fair experience, built for the average RPG enthusiast.
🌻 Certain Death difficulty should be a brutal, uncompromising battle, one that requires careful planning in advance and designed for those with a breadth of RPG experience.
🌻 Frolic difficulty should be an adventure. One with twists and turns, one that wants you to play and enjoy the game, but never punishes you for making mistakes.
🌻 Any differences in difficulty between Normal and Certain Death should primarily come from mechanics changes whenever possible; limit any numbers-related changes except where they are necessary for the design of the encounter. The exception is Frolic, which we've found needs lower raw numbers to keep things relaxed.
🌻 Higher difficulties should not require a significant amount of mindlessly fighting battles to get your character levels high enough to win the fights. A little extra fighting is okay, as we expect that is what players in Normal and Certain Death will typically do.
All of this leads to our redesign of the Galgam'yrth boss encounter. Normal and Frolic versions of the fight are now the same fight mechanically, but the Parameters (enemy stats) of Galgam'yrth and his adds on Frolic are tuned to be much more forgiving. On Normal and Certain Death, Galgam'yrth has the exact same Parameters (except for a modest increase to HP), so his abilities will be hitting the same regardless. You will, however, have to survive a mechanically different Phase 2 that should push you to your limit. :)
Ultimately we want our difficulties to be a fun and enjoyable experience tailored to the style of RPG you like to play, no matter the setting you choose.
We hope this sheds some light on how we look to design boss encounters in Sunflowers and the Goddess of Death, and that this insight gets you excited to see the newly redesigned Galgam'yrth encounter as well as all the battles we've cooked up for Act II and beyond!
[/p][p]
Galgam'yrth and forest friends in all their Ishti-blessed glory. The Rootwoven Woadwolf also has little flowers in his fur :D.
[h3]Patch Notes 1.7.3[/h3]
🌻 Galgam'yrth now varies in HP totals depending on the difficulty selected for the encounter -> 200 HP for Frolic, 300 HP for Normal, and 400 HP for Certain Death.
🌻 Galgam'yrth no longer casts Siphon Life on any difficulty. He now casts the ability Horrid Undergrowth instead, regardless of difficulty.
🌻 Galgam'yrth now spawns Rootwoven versions of his adds. These adds, blessed with the power of the Goddess of Life, now have increased HP, increased Parameters, and new abilities and/or attack patterns. They also have new artwork/recoloring to reflect their goddess-infused status.
🌻 Galgam'yrth himself has had a small touch-up with his artwork to better reflect his theme.
🌻 Wedelia will now make her comment regarding Galgam'yrth's Phase 2 evolution immediately following Vita Resurgentis. Previously it was sometimes delayed and didn't line up with the ability being used.
🌻 Wedelia will no longer react to Galgam'yrth's Phase 2 if she is currently fainted when the phase begins. She was not intended to have mastered the ability to speak while unconscious.
🌻 Galgam'yrth no longer gains the benefits of the Rejuvenating status effect upon entering Phase 2. Instead, his HP restoration is immediate and dependent on the difficulty setting chosen.
🌻 Galgam'yrth now has a new Phase 2 design, unique to Certain Death difficulty. Prepare to fight root and claw for your survival!
🌻 Fixed an error in the code related to the artwork for Einno that was causing her to sometimes have an abnormally big noggin when she was lying down.
🌻 Fixed a couple bugs related to the animation for Galgam'yrth's transformation to his true form. The animation that plays should now always be anchored to his feet.
That's all we have for you this evening. As always, thank you so much for playing Sunflowers and the Goddess of Death! We hope you have a wonderful week both in and outside the world of Urdin :).
[/p][h3]May the first winds of Autumn find you comfortably relaxed; warm, soothing beverage in hand, as time idles peaceably by.[/h3][p]
-CW Hendricks[/p]
Tonight we're releasing an update to the demo that reworks the first boss encounter in Sunflowers and the Goddess of Death, Galgam'yrth, Avatar of Ishti.
Our goal with this rework is to make the encounter more fun at all difficulty levels, more challenging on Normal and Certain Death difficulty, and generally just a little more thematic of a fight.
First off, we wanted to open this announcement with a little insight into how we are designing boss encounters in Sunflowers and the Goddess of Death.
[/p][p][/p][h3]Anatomy of a Boss Encounter[/h3][p]There are many RPGs out there that include difficulty levels, that's nothing new. However, for many games, the addition of a "hard" difficulty usually just means the enemies have increased stats, or the player gets reduced XP, or some other sort of numbers-related twist that doesn't really add more challenge, it just makes the game require more grinding in order to win.
For us, that is the exact opposite of what we want Certain Death difficulty to feel like.
We want the game's most arduous battle encounters to require practice, strategy, and creative thinking in order to win.
Further, we want players who prefer a more relaxed RPG to enjoy the fun of experiencing the same boss mechanics that other players will, just in a more forgiving manner.
Frolic difficulty players deserve the same level of fun with the game's combat system as anyone else. "Easy" difficulty doesn't need to mean "there are no mechanics and battles are boring on this setting."
In essence, with every boss encounter we design, we try to keep these tenants in mind:
🌻 Normal difficulty should be a challenging but fair experience, built for the average RPG enthusiast.
🌻 Certain Death difficulty should be a brutal, uncompromising battle, one that requires careful planning in advance and designed for those with a breadth of RPG experience.
🌻 Frolic difficulty should be an adventure. One with twists and turns, one that wants you to play and enjoy the game, but never punishes you for making mistakes.
🌻 Any differences in difficulty between Normal and Certain Death should primarily come from mechanics changes whenever possible; limit any numbers-related changes except where they are necessary for the design of the encounter. The exception is Frolic, which we've found needs lower raw numbers to keep things relaxed.
🌻 Higher difficulties should not require a significant amount of mindlessly fighting battles to get your character levels high enough to win the fights. A little extra fighting is okay, as we expect that is what players in Normal and Certain Death will typically do.
All of this leads to our redesign of the Galgam'yrth boss encounter. Normal and Frolic versions of the fight are now the same fight mechanically, but the Parameters (enemy stats) of Galgam'yrth and his adds on Frolic are tuned to be much more forgiving. On Normal and Certain Death, Galgam'yrth has the exact same Parameters (except for a modest increase to HP), so his abilities will be hitting the same regardless. You will, however, have to survive a mechanically different Phase 2 that should push you to your limit. :)
Ultimately we want our difficulties to be a fun and enjoyable experience tailored to the style of RPG you like to play, no matter the setting you choose.
We hope this sheds some light on how we look to design boss encounters in Sunflowers and the Goddess of Death, and that this insight gets you excited to see the newly redesigned Galgam'yrth encounter as well as all the battles we've cooked up for Act II and beyond!
[/p][p]
[h3]Patch Notes 1.7.3[/h3]
🌻 Galgam'yrth now varies in HP totals depending on the difficulty selected for the encounter -> 200 HP for Frolic, 300 HP for Normal, and 400 HP for Certain Death.
🌻 Galgam'yrth no longer casts Siphon Life on any difficulty. He now casts the ability Horrid Undergrowth instead, regardless of difficulty.
🌻 Galgam'yrth now spawns Rootwoven versions of his adds. These adds, blessed with the power of the Goddess of Life, now have increased HP, increased Parameters, and new abilities and/or attack patterns. They also have new artwork/recoloring to reflect their goddess-infused status.
🌻 Galgam'yrth himself has had a small touch-up with his artwork to better reflect his theme.
🌻 Wedelia will now make her comment regarding Galgam'yrth's Phase 2 evolution immediately following Vita Resurgentis. Previously it was sometimes delayed and didn't line up with the ability being used.
🌻 Wedelia will no longer react to Galgam'yrth's Phase 2 if she is currently fainted when the phase begins. She was not intended to have mastered the ability to speak while unconscious.
🌻 Galgam'yrth no longer gains the benefits of the Rejuvenating status effect upon entering Phase 2. Instead, his HP restoration is immediate and dependent on the difficulty setting chosen.
🌻 Galgam'yrth now has a new Phase 2 design, unique to Certain Death difficulty. Prepare to fight root and claw for your survival!
🌻 Fixed an error in the code related to the artwork for Einno that was causing her to sometimes have an abnormally big noggin when she was lying down.
🌻 Fixed a couple bugs related to the animation for Galgam'yrth's transformation to his true form. The animation that plays should now always be anchored to his feet.
That's all we have for you this evening. As always, thank you so much for playing Sunflowers and the Goddess of Death! We hope you have a wonderful week both in and outside the world of Urdin :).
[/p][h3]May the first winds of Autumn find you comfortably relaxed; warm, soothing beverage in hand, as time idles peaceably by.[/h3][p]
-CW Hendricks[/p]
This spot is my personal favorite area with the new spatial audio. You can faintly hear the crashing of the waterfalls alongside the gentle bubbling of the river.

