Scarred Steel Devlog #22 – Enemy Abilities & Activity Life Update
[p]Hey guys,[/p][p]So, this week has been all about improving enemy AI and figuring out how far I can push the game’s difficulty systems without completely breaking things.[/p][p][/p][p]In this devlog, you’ll see:[/p][p]– Reworking enemy logic by adding an influence-based debuff system tied to the seven council members, plus a new “decree” ability that triggers once influence gets too high[/p][p]
– Implementing permanent, scaling debuffs (like reduced healing effectiveness or blocked merchant trading) that force players to actively manage council influence[/p][p]
– Accidentally discovering Cursor and watching it generate and edit nine different decree scripts across multiple files in minutes, which was honestly mind-blowing[/p][p][/p][p]🎥 Watch the full Devlog #22 here:[/p][previewyoutube][/previewyoutube][p]If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:[/p][p]👉 Steam Wishlist Link[/p][p]👉 My Game Dev YouTube[/p][p]Thanks again for checking this out.[/p][p]I’m looking forward to sharing progress with you each week as I work toward the full game release![/p][p]– Ethan[/p]
– Implementing permanent, scaling debuffs (like reduced healing effectiveness or blocked merchant trading) that force players to actively manage council influence[/p][p]
– Accidentally discovering Cursor and watching it generate and edit nine different decree scripts across multiple files in minutes, which was honestly mind-blowing[/p][p][/p][p]🎥 Watch the full Devlog #22 here:[/p][previewyoutube][/previewyoutube][p]If you’d like to support the game, don’t forget to add Scarred Steel to your wishlist & support me on YouTube:[/p][p]👉 Steam Wishlist Link[/p][p]👉 My Game Dev YouTube[/p][p]Thanks again for checking this out.[/p][p]I’m looking forward to sharing progress with you each week as I work toward the full game release![/p][p]– Ethan[/p]