0.4.2 - Mob Tags, Hard Floor Updates, CC Resist Rework


This is a slightly larger update than usual.  Recently, my most dedicated players have been saying that the 'hard floors' (floors 11-14), which were initially designed as a challenge for experienced players, were a little too easy.

I'm making the following changes in this patch to try and add more challenge and depth to those late game floors:

  • I've given some fodder mobs marginally higher stats to try and drain the player's resources a bit more.
  • I've added a chance for rooms to be "stuffed", meaning to have significantly more mobs than usual.
  • I've added 6 new mobs to the game to provide additional challenge
  • Tower: I gave the boss stronger CC resist and more HP so he can do what he wants to do without being stunlocked quite so much.
  • Vault: I buffed all the mobs in this unique room; in particular the golems were underwhelming.
  • Hard rooms are now enabled on hard floors, and I've added a few mobs that exclusively spawn in floor 12+ hard rooms to give a serious challenge.

In addition to these changes, I added a 'tag' system to mob descriptions that will automatically render some stats onto the description page.  No more rooting around in the text description trying to understand what the mob does.

Finally, I reworked CC Resist.  Briefly, I've added two new tiers of CC Resist to make some mobs function more how I envisioned them to; they are as follows:

  1. Tenacious - The default CC Resist, works exactly like how all CC Resist used to work.  The player has one turn 'in-between' cc to do an action, unless they use short CC, in which case there is no 'in-between' turn.
  2. Indomitable - Makes all CC function like short CC on Tenacious.  You won't get an 'in-between' turn to take an action.  After your CC goes off, you will get a message saying "The monster immediately shakes off the CC", and the mob will skip its turn.  Note this still has some use for modifying the positioning of groups of mobs.
  3. Immune - This is true CC immunity.  The mob will take its full turn as if nothing happened.

I also modified how Root works on CC Resistant mobs.  The duration is shortened based on the CC immunity tier, but you will get more use out of it than if you used hard CC.

Have fun!

Files

warlock-0.4.2.zip (Latest) 23 MB
3 hours ago

Get Warlock: Age of Entropy

Leave a comment

Log in with itch.io to leave a comment.