Sorry for the flood of updates. I'm rather fired up on this game right now, so expect plenty more.
Despite planning to make the mage sprites and better spell effects next, I ended up doing more scenery and terrain instead.
NEW
*Moving past water puddles slows characters down by 30%
*A few new decorative non-interactable plants
*New tree (truth be told, both trees are based on sprites I made for the Twisted Fates platformer, so they're not 'new' per se.)
*Stone road now goes through the area. One scenario could be that such area has a bunch of enemies on the road, and less, but perhaps nastiers ones in the surrounding marsh areas. You'd have to choose whether to charge through or go around through the marshes.
*Fixed a bug. Squads members were supposed to have a minimum allowed distance to the leader (if beyond that they head towards the leader, regardless of situation.), which wasn't working correctly. Squads tend to spread out less now. Especially good for keeping healers and mages near the rest of the squad, to be able to support them at all times.
Some balance issues I noticed:
*Fighters with magic armor, on defensive, block way too much damage. Healing is nearly unnecessary. I'll probably need to reduce the protection from Block and/or Magic Armor.
*Archers' paralyze arrow is also a bit too useful. I had two teams consisting of only ranged units, and had three archers on defensive and others on offensive. The enemy couldn't move at all and couldn't thus attack, and was still defeated fairly swiftly. Not sure what to do with this. Maybe instead slow down the enemy, rather than completely immobilize it. Yeah, that'd probably be best.
|
|