Weekly Update #5 - Randomization


This week brings in the base system for many persistent random generation. We now use a seed to generate all random functions which allows us a lot more freedom with saving and loading and future features! A lot of the dungeon board is now random, with regular battles, shrines and events now appearing at a set chance in most tiles and enemies being randomly generated and scaled as you delve deeper into the dungeon.

Several battle changes have also been implemented that bring us closer to the intended feel of the battle. We are now using enemies resilience to reduce damage and have revamped the look of battles too.

Randomization

  • Implemented seed system for random generation
  • Implemented random cards to replace many pre-set dungeon cards (Battle, Shrine, Event)
  • Random seed is saved when continuing a run, which should minimize abuse of the RNG

Battle

  • The Battle GUI has been revamped
  • Enemies used for battles are now split in to different tables, relating to the biome they belong in. This lets us change enemies as the dungeon theme eventually changes in the future
  • Enemies generated in regular battles are now randomly generated
  • Enemies stats and rewards now scale with depth
  • Resilience formulas for the player and enemy have been revamped. Enemies resilience now reduces damage and Player's resilience now continues to reduce damage at a slower rate after the hard cap (60% damage reduction)
  • Using a skill now displays an overlay showing how much damage the skill will do through resilience
  • Changed the way empowered attacks scale for the player. They will now always do more damage than the standard attack

Other

  • Class select screen background changed slightly

Thanks for playing! Please let me know what you think of the new balancing! See you next week.

Files

NumentaleV595.zip 78 MB
Feb 11, 2019

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