v0.9.3 Side Content | Patreon Poll #15
- New Challenge Enhancing Bosses 21
- Equipment Improvements 17
- Halls Enemy Improvements 16
Hey Patrons!
Just as with v0.9.1, there’s some opportunity in v0.9.3 to work on side content in addition to tier four talents. There are a few things that this update could focus on, so you guys get to decide!
The winner of this poll will determine what side content comes with v0.9.3!
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Please vote for all the options that you like, not just for your one favoritavourite! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice. It also lets me gauge interest and lets polls be a bit more flexible, I might choose to implement the top 2 choices in some polls for example.
All patrons are encouraged to share their opinion by commenting and voting, but currently only the votes from Golden+ Supporters are counted when determining a poll winner. Votes from Shattered Supporters are worth double!
The Hostile Champions challenge has been a huge success, so I’m eager to add another one. This challenge, tentatively named ‘Badder Bosses’, would be all about amping up the difficulty of the game’s bosses, just as hostile champions enhances regular enemies. Earlier bosses like Goo would probably only be slightly stronger, but by lategame this would add some serious challenge!
This would give the game another challenge which adds to the game, rather than just nerfing a certain item or mechanic. I’m very keen to add more of these types of challenges, as they go a much better job of getting people to try out the challenge system. “stronger enemies” or “stronger bosses” sounds a lot more fun than “you can’t drink health potions.” I would also likely add a new badge along with this challenge, so people would have a reason to try and win a ridiculous 9 challenge run.
Equipment is overall in a really good place right now, but there are still some things that could be improved. In particular a few artifacts still have basically unchanged design from when they were added a long time ago and could use refreshing.
Probably the big ticket item for this would be the Master Thieves’ Armband, which suffers from being extremely powerful in shops specifically, and useless elsewhere. I would likely change it to have some form of active effect that makes it more consistently useful throughout the game. There isn’t a concrete design for this, but previously I suggested changing the armband to have abilities powered by the hero’s gold. This would give more use to the gold the player would likely have more of with the armband equipped.
I could also include some smaller items adjustments here, depending on how items are balanced against eachother in v0.9.2.
Because T4 talents focus on the lategame, it also provides an opportunity to take a look at the demon halls. I think the additions in v0.8.0 are working well here, but things are still a bit sparse. If ripper demons and demon spawners are counted as one whole enemy type together, then the demon halls are missing one enemy type when compared to the other regions.
Adding a new enemy would likely mean finding a niche that could be occupied. A large powerful enemy is definitely an option, but I’d like to spend some time thinking on it. There’s no reason why halls enemies need to follow the same archetypes as other regions (rippers and spawners already are unique), so it’s possible a new enemy could do something different.
I also might like to take a look into what role succubi play in the current demon halls. Their charm magic works well, but their teleport ability ends up being pretty similar to a ripper demon’s leap.