Talents and Feelings | Patreon Weekly #71 (Patreon)
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Hey Patrons!
v0.9.0a was released a couple of days ago, and I’m now working on v0.9.0b, which will include more fixes, balance tweaks, and some internal code to support v0.9.1. I’m also hard at work on concepting for talents and levelgen, so here’s some more of that!
Tier Two Talents
Firstly, I want one or two talents with a shared theme between the heroes, like in tier one. One of those talents will definitely be an on-rest effect. When the hero rests, they’ll gain a small bonus in addition to the usual HP regen over time. The current idea for each of these is:
- Warrior recharges his broken seal shielding faster.
- Mage recharges wands slightly faster.
- Rogue recharges artifacts slightly faster.
- Huntress regens HP slightly faster if she is in grass.
I might also do another set of talents that trigger on-eat. Food is common enough that there’s room for two effects per hero, and this might also let me reposition some of the better scaling T1 talents. In general I think the non-warrior food talents are the biggest culprits when it comes to some T1 talents that are fully useful the whole game, and so moving some of them to tier 2 (while coming up with more appropriate tier one effects) should help with that.
As far as hero specifics go, I’ve primarily been thinking up talents for the rogue. Here are my ideas on that front:
- I want the rogue to have a talent that allows him to be less noticeable or even invisible to sleeping enemies when not adjacent to them. This is super cool thematically without being too powerful.
- I’m also likely going to give the rogue a talent that helps him locate secret rooms. The current idea is to give him a chance to notice if a given floor has a secret room when he first enters it.
- I’m also considering repositioning the rogue’s enhanced search radius into a talent. This is tricky though as the radius is a pretty distinctive property of his, and so it may be too much to move to a talent.
- Assuming I keep his search radius innate, I might instead give the rogue a talent that gives him a chance to detect a hidden trap just before stepping on it.
- I also have an idea for a talent that would let the rogue use his cloak of shadows without equipping it, but at a big penalty. This might be more appropriate for tier three though.
New Level Feelings
I’m continuing to plan out exactly what I want to do with levelgen in v0.9.1, and level feelings are another place where some easy improvements can be made. I’m currently considering three possible new feelings:
- A ‘large’ level feeling, that contains more rooms, and possibly more giant rooms specifically. The extra time spent traversing a large level would be offset by a second guaranteed food drop, and a bit more general loot as well. I’m feeling pretty confident about this one.
- I’m also considering a feeling that ties into traps. Simply boosting the traps on a floor is likely to be frustrating though, so I’m considering mixing things up a bit by making many of these added traps spawn as visible.
- Lastly, I might add a level feeling that interacts with doors. Currently the idea is for most or all of the dungeon doors to spawn locked, but I worry this might end up being more tedious than interesting.