It's mostly behind-the-scenes work this week again.
Unfortunately, a few effects were too powerful- including an entire element. I've placed a limitation on Wind attacks' Deflect effect. They can only Deflect two attacks before the target becomes immune to Deflect effects until their next action; after the target takes any action (even one that cannot be Deflected, such as Blocking), this limit is reset. (Yes, you can still keep an enemy from Block-Attacking by hitting them with a Fresh Air or Wind Formula.)
Lower-level Catalytic formulas were also simply too fast for the damage their Catalysts dealt, especially the Catalytic Base; they are now only slightly faster than the Formulas of the equivalent tier. And the Angel Ring now gains a longer cooldown the more times it saves your last Hit Point in a single battle; without this, I found that some enemies would be completely unable to defeat Brill.
It's not all nerfs, though! The Jolt Potion's Block Buster value will be increased to 2/3, and its base damage increased to 4; it's simply too weak to be worth spending a Sun Stone and a Dynamo Stone on otherwise.
Other than balance issues, I've programmed in some enemy attacks- including a boss with a complicated AI and 13 different attacks available to him.
Apart from that, I did some mapping. Like this unfinished drain tunnel just under Altolato!
Yes, I technically just made a sewer level. But it's not too mazelike. And it's part ruins level. (And there aren't a billion fights against rats. Oh no, the enemies you fight here are much more dangerous.)
No comments:
Post a Comment