More enemies in the beta branch!
Notes
Additions
Changes
Bugfixes
Coming Next
- This update comes with a few bugfixes as well as the addition of more enemies in quite some time! I feel the game is getting stable enough to where I can finally start adding more enemies. I'm excited for this moment as this means future updates are going to continue to add more content as I slowly make my way to full release!
Additions
- Added the Shield Wall. This enemy is in the current game but I've tweaked its abilities a little bit. Here's the rundown:
- Active: Raise Shield - For 3 turns, reduces Damage Taken by 30% and Damage Dealt by 25%
- Cost: 25 Mana; Cooldown: 5 Turns
- Upgrade: +20% Damage Reduction
- Upgrade: -10% Damage Weaken
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- Active: Lower Shield - For 3 turns, increases Damage Dealt by 30% and Damage Taken by 25%
- Cost: 25 Mana; Cooldown: 5 Turns
- Upgrade: +20% Damage Dealt
- Upgrade: -10% Damage Taken
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- Active: Wall Off - Heals by 20% Maximum Health and forces Enemy Attention for 2 turns
- Cost: 40 Mana; Cooldown: 5 Turns
- Upgrade: +15% Heal
- Upgeade: +25 Mana Cost, but automatically activates Raise Shield if unlocked and not on Cooldown
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- Active: Overshield - Negates Damage Taken for 1 turn
- Cost: 10% Mana (50 minimum); Cooldown: 6 Turns
- Upgrade: +1 Duration if Wall Off is already activated
- Upgrade: Additionally grants 50% Divine Damage Reduction for the duration
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- Passive: Bigger Shield - Grants +30 Bonus Defense
- Upgrade: +20 Bonus Defense
- Upgrade: Additionally grants +1% Spell Damage Reduction per 5 Bonus Defense
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- Passive: Absorption Shield - The Shield Wall Negates every 5th instance of Damage Taken
- Upgrade: -1 Instance Threshold
- Upgrade: Additionally grants Instant Kill Immunity
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- Infinite: Deflection - +1% chance to reduce Damage Taken by 50% per level
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- Infinite: Growing Shield - +0.2% Basic Attack Damage Reduction per turn per level
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- Infinite: Spell Shield - +1% Damage Reduction for 1 turn when targeted by an Enemy Spell per level
- Active: Raise Shield - For 3 turns, reduces Damage Taken by 30% and Damage Dealt by 25%
- Added the Banshee. This enemy is in the current game but I've tweaked its abilities a little bit. Here's the rundown:
- Active: Painful Screech - Deals 75% Spell Damage to each Enemy
- Cost: 50 Mana; Cooldown: 3 Turns
- Upgrade: Deals +25% Damage to the Main Target
- Upgrade: Additionally deals bonus Damage to each Enemy equal to 10% of their Maximum Health
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- Active: Shriek - Blinds each Enemy by 30% for 3 turns
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +20% Blind
- Upgrade: Additionally reduces Damage Dealt by 25% for the duration
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- Active: Deafening Cry - Each Enemy gets a 50% chance to Stun for 1 turn
- Cost: 25% Mana (20 minimum); Cooldown: 6 Turns
- Upgrade: Guarantees the Stun on the Main Target
- Upgeade: Additionally deals 100% Spell Damage to Stunned Enemies
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- Active: Incorporeal - Negates Damage Taken for 1 turn
- Cost: 100 Mana; Cooldown: 6 Turns
- Upgrade: Additionally Shrouds the Banshee for 1 turn after the Negation ends
- Upgrade: Additionally Restores 25% Missing Mana if targeted by an Attack or Spell while active
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- Passive: Etheral - Grants a 25% to Negate Attack Damage Taken, but also grants a 25% chance to double Spell Damage Taken
- Upgrade: +10% Attack Negation Chance
- Upgrade: -10% Spell Double Chance
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- Passive: Ghostly Form - Grants Immunity to Disarms and Silences
- Upgrade: Additionally grants Immunity to Stuns
- Upgrade: Additionally grants Immunity to Poisons, Bleeds, Hemorrhages, and Cripples
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- Infinite: Infused Claws - +1% Blind on each Enemy for 1 turn on Spell Cast per level
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- Infinite: Banshee's Curse - +1% Mana Cost Increase on each Enemy for 1 turn on Spell Cast per level
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- Infinite: Spell Eater - +1% Drain on each Enemy on Spell Cast per level
- Active: Painful Screech - Deals 75% Spell Damage to each Enemy
- Added the Debilitator. This enemy is in the current game but I've tweaked its abilities a little bit. Here's the rundown:
- Active: Sabotage - Exposes an Enemy by 30% for 3 turns
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +20% Expose
- Upgrade: Additionally Armor Shreds by 50% for the duration
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- Active: Fatigue Poison - Weakens an Enemy by 30% for 3 turns
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +20% Weaken
- Upgrade: Additionally Slows by 50% for the duration
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- Active: Bleeding Infection - Bleeds and Poisons an Enemy by 10% for 3 turns
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +5% Debuff Potency
- Upgeade: Additionally Hemorrhages by 10% for the duration
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- Active: Impair - Increases the Duration of all Debuffs on an Enemy by 2
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +1 Duration Increase
- Upgrade: Additionally Restores 10% Maximum Mana per Debuff on the Target
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- Passive: Incapacitate - Basic Attacks on Enemies with at least 3 Debuffs applies a Stun for 1 turn
- Upgrade: -1 Debuff Threshold
- Upgrade: Additionally increases Basic Attack Damage by 10% per Debuff on the Target
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- Passive: Cripple - Health Cripples by 20% for 2 turns on Basic Attack
- Upgrade: +15% Cripple
- Upgrade: Additionally Mana Cripples by 25% for the duration
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- Infinite: Disconnect - +1% Mana Cost Increase for 1 turn on Basic Attack per level
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- Infinite: Go for the Eyes - +1% Blind for 1 turn on Basic Attack per level
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- Infinite: Revel - +0.2% Maximum Health Heal per Debuff on the Target on Basic Attack per level
- Active: Sabotage - Exposes an Enemy by 30% for 3 turns
- Added the Medic. This enemy is in the current game but I've tweaked its abilities a little bit. Here's the rundown:
- Active: Subdue - Deals 100% Attack Damage, Stunning for 1 turn if Subdue was not the last Spell Cast
- Cost: 15% Mana (10 minimum); Cooldown: 1 Turn
- Upgrade: +35% Damage Dealt if the Stun activates
- Upgrade: Silences instead if Subdue was the last Spell Cast
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- Active: Bandage Up - Heals a party member by 25% Missing Health
- Cost: 45 Mana; Cooldown: 4 Turns
- Upgrade: +25% Heal if the Target is below 35% Health
- Upgrade: Additionally Cleanses the Target of all Debuffs
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- Active: Resuscitate - Revives a Dead Ally with 20% Health
- Cost: 65 Mana; Cooldown: 7 Turns
- Upgrade: +15% Revive
- Upgeade: Additionally Heals the Ally by 45% Health over 3 turns
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- Active: Numbing Agent - Grants a party member +20% Damage Reduction and Damage Dealt for 3 turns
- Cost: 35 Mana; Cooldown: 5 Turns
- Upgrade: +15% Buff Multiplier
- Upgrade: Additionally grants +10% Health Regen for the duration
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- Passive: Battle Experience - Grants +15% Damage Reduction per Dead Ally
- Upgrade: +10% Damage Reduction
- Upgrade: Additionally increases Revives Dealt by 50%
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- Passive: Fast Recovery - Reduces the Duration of Debuffs applied to the Medic by 1
- Upgrade: Grants +25% Debuff Resist Chance
- Upgrade: Additionally Heals by 10% Maximum Health when a Debuff is removed from the Medic
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- Infinite: Medical Emergency - +0.5% Missing Health Heal per turn per level
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- Infinite: Resistant - +2% Damage Reduction for 1 turn when a Buff is applied to the Medic per level
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- Infinite: Vital Strike - +0.75% Hemorrhage for 1 turn on Basic Attack
- Active: Subdue - Deals 100% Attack Damage, Stunning for 1 turn if Subdue was not the last Spell Cast
Changes
- I added the option to close the error screen if the game runs into a problem. Errors are never good, but sometimes they are negligible. I wanted the option for you to continue the game for multiple reasons. The first is that forcing you to restart the game can be incredibly frustrating. The second is that if you continue playing the game you could get a better idea of what steps you take that cause the problem, which could better help me fix them. Just know that ignoring errors could cause more down the line, so consider this your warning!
Bugfixes
- Fixed the Skeleton Knight not casting Sword Slash when it should
- Fixed the description for the Ninja's Shroud Vision showing it reduced your damage dealt by 5000% instead of 50%
- Fixed combat starting a brand new turn if you cast a spell with a cooldown of 0. This would activate things like status effects and health/mana regen multiple times in the same turn for spells with a cooldown of 0
- Fixed the Spell Convert Armor Special crashing the game (thanks the_bouncy for finding this issue)
- Fixed the Quelling Weapon Special not activating correctly
Coming Next
- Repair Room. This room allows you to upgrade your items to remove bad conditions, give the items better conditions, or increase the rarity of an item (which in turn increases its multipliers). Can only be used on equippable items (so no Potions or Backpack Fitting repairs allowed)