Third update for the Prerelease is live!
This one took a little longer because I took a personal vacation for a few days. But there's a new boss here to play around with!
Changes
Additions
This update also includes the Necromancer's trusty sidekicks, the Skeleton Knights! Here's a breakdown of their abilities:
Known Issues
Changes
- Changed effects that reflect and redirect damage to another character. The damage type that gets reflected/redirected is now based on the original damage type and not unique Reflection/Redirection damage types. This allows for things such as reflecting Basic Attack Damage, which will be interesting to see how it interacts with these effects
Additions
- Added the Necromancer! This old boss is back with a new assortment of abilities that allow it to interact more with its Skeleton Knights! Here are the ability details:
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- Active: On My Time - Deals Spell Damage equal to 150% of the Target's Maximum Health over 7 turns
- Cost: 25% Mana (25 minimum); Cooldown: 7 Turns
- Upgrade: +50% Damage Dealt
- Upgrade: -3 Turn Duration
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- Active: Commander - For 1 turn the Target gains 100 Attention and gets Exposed by 35%
- Cost: 150 Mana; Cooldown: 7 Turns
- Upgrade: Additionally Weakens by 25% for the duration
- Upgrade: Additionally grants each Skeleton Knight +25% Lifesteal and Soulsteal for the duration
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- Active: Reanimate - Fully Revives a Skeleton Knight, but reduces its Maximum Health by 35%
- Cost: 35% Mana (25 minimum); Cooldown: 4 Turns
- Upgrade: -10% Maximum Health Reduction
- Upgrade: Additionally grants the Skeleton Knight 50% Damage Reduction for 1 turn
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- Active: Consume Skeleton - Kills a Skeleton Knight, Healing the Necromancer by 30% of the Skeleton's Maximum Health
- Cost: 75 Mana; Cooldown: 5 Turns
- Upgrade: +20% Maximum Health Heal
- Upgrade: Additionally reduces the Cooldown of Reanimate by 1
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- Passive: Soul Harvest - The Necromancer Heals by 15% Maximum Health on Kill
- Upgrade: +10% Maximum Health Heal
- Upgrade: Additionally grants the Necromancer 35% Damage Reduction for 2 turns on Kill
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- Passive: Skeleton Army - Guarantees a Skeleton Knight will spawn on every Battle Tile, but ones that spawn this way have -35% Maximum Health and Maximum Mana
- Upgrade: -10% Maximum Health and Mana Reduction
- Upgrade: On Death, each Skeleton Knight Heals by 25% of their Maximum Health, Reviving any Dead Skeleton Knights in the process
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- Infinite: Strike Fear - +1% Damage Weaken for 1 turn on all Enemies on Spell Cast per level
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- Infinite: Skeleton Shield - +1% Damage Taken Redirects to a random Skeleton Knight per level
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- Infinite: Undying - +0.02% Damage Reduction per 1% Missing Health per level
This update also includes the Necromancer's trusty sidekicks, the Skeleton Knights! Here's a breakdown of their abilities:
- Active: Sword Slash - Deals 115% Attack Damage
- Cost: 25 Mana; Cooldown: 1 Turn
- Upgrade: Can be cast with Health if Mana is too low
- Upgrade: Deals +35% Damage if the Target has the Necromancer's Commander Debuff
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- Active: Iron Bones - For 3 turns the Skeleton Knight gains 30% Damage Reduction and Maximum Health
- Cost: 25 Mana; Cooldown: 5 Turns
- Upgrade: +20% Buff Multiplier
- Upgrade: Additionally grants 25% Damage Dealt for the duration
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- Active: Defender - Grants the Necromancer 15% Damage Reduction for 3 turns, this can stack with multiple Skeleton Knights' usage of Defender
- Cost: 30 Mana; Cooldown: 5 Turns
- Upgrade: +10% Damage Reduction
- Upgrade: Additionally grants the Necromancer 15% Damage Dealt per usage of Defender
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- Active: Submit - The Skeleton Knight spends 20% Current Health to Heal the Necromancer by 100% of the Health spent
- Cost: 20% Current Health (10 minimum); Cooldown: 4 Turns
- Upgrade: +50% Health Multiplier
- Upgrade: Additionally Heals the Necromancer by 15% of its Maximum Health
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- Passive: Bone Mend - Each turn the Skeleton Knight Heals by 25% of the total Damage Taken from its previous turn
- Upgrade: Additionally reduces Damage Taken by 20% (reducing after Heal calculation)
- Upgrade: Additionally grants +5% bonus Health Regen
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- Passive: Soul Bound - 20% of the Skeleton Knight's Damage Dealt Heals the Necromancer
- Upgrade: +15% Heal Multiplier
- Upgrade: On Death the Skeleton Knight Heals the Necromancer by 15% of its Maximum Health
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- Infinite: Bone Army - +1% Damage Dealt per Skeleton Knight per level
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- Infinite: Soulless - +1% chance to set this Skeleton Knight's Gold and Experience gain to 0 at the end of Combat per level
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- Infinite: Regrowth - +1% chance to Heal by 15% of the Skeleton Knight's Missing Health per turn per level
Known Issues
- The Combat Log sometime doesn't display the proper name of the character when a turn is taken
- Enemies that equip party-wide bonuses don't work properly since any enemy that spawns after does not get the bonus
- There seems to be a post-combat issue involving changing the character that's comparing the items to and then opening the inventory and changing what character you're looking at. I don't have much information because the issue only happened once and I couldn't recreate the problem. I took some steps to try to fix what it could've been, but the issue might still exist