Geminimax’s New Character Sprites: Part 1 (Lower Tower)

Geminimax is still hard at work on his versions of Demon’s character sprites. :D As usual, they’re quite awesome! For a small preview, here’s the versions he’s done for the new demons in the lower floors of the Tower:

Abbey Lubber (new Dark-element starter): Abbey Lubber

Sankai (new Body-element starter): Sankai

Buruburu (new Mind-element starter): Buruburu

Zaltys (new Light-element starter): Zaltys

Alma (new Impact/Ice hybrid demon): Alma

Estas (new Slash/Fire hybrid demon): Estas

Flying Head (new Pierce/Elec hybrid demon): Flying Head

Friar Rush (new unique): Friar Rush

I’ll post another preview a bit later with his versions of the sprites for the new floors’ demons. :D Cheers!

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Next Build’s Ability Design Complete

Hey everyone. :) I’ve finished designing the new abilities that will be present in the next build. :D

There’s uh… actually over 100 of them. :O

hotdogcat

Did I go insane? :D Probably, but that’s not why there’s so many new ones! The 22 new characters are definitely partly responsible (and you’ll see their abilities as I begin to implement them and can reveal their complete character sheets!), but there were also other goals in mind that expanded the ability list for this build even further:

1) Improving melee in general by giving it some “big” moves, primarily, AE versions of the single target status effect adders they already had. For example, you will now be able to find things like Silent Arc (Slash attack that can hit 3 adjacent targets, may cause Mute), Nightfall (Impact attack in a burst in front of you, may cause Sleep), and Numbing Thrust (Pierce attack that can hit 2 targets in a line, may cause Paralysis, and does not affect allies in its area.) However, with great power comes great cost: many of these new abilities have much higher SP costs than melees are used to: builds that want to take advantage of this new power will need to find ways to offset their costs, just as heavy magic-users have always had to. The status application rates on AE effects are also lower, just as they are for multi-target status effect magic. Then again, when you have a multi-target melee attack capable of Charming enemies, I’m not sure you get to complain too much if it requires some investment. :D

2) Bringing hybrids up to parity with pure-Strength and pure-Magic DPS builds by filling out the missing gaps in their attack lines (Slash, Impact, and Pierce now have access to 85-115 Power versions of their respective hybrid attacks, in both single target and multi-target forms.) Wait, 115 Power? But you thought 100 was the limit? It is, normally! Hybrids are allowed to go  to 115 since, by definition, it is more difficult to get a damage bonus from stats, so 115 Power in this case doesn’t risk becoming dangerously overpowered.

3) Helping “pure magic” melee by adding some free action, Cantrip-cooldown abilities that do melee range magical damage, giving them a bit more cannon in their glass cannon approach. (These abilities can also help hybrids, for that matter, though the low Power of these abilities will probably make them not worth the SP for melees who don’t have decent Magic.)

4) SP-related mechanics. Several new SP-related mechanics have been added: more SP removing abilities, new SP draining abilities, and more passives that give alternative ways to recover SP.

5) ..and last, but not least, the 3rd set of “elemental” modifiers. Tower:21-23 will use a new set of random modifiers that may be found on demons; some of the new abilities were created purely to fill these out properly!

I’ll share some specifics on some of the more interesting abilities later; even though the design is complete, things may still change once I’m in implementation and testing so I don’t wanna give too many specifics yet. :D Cheers!

Starting New Job on Monday

Hey folks. :) Just a small note: I’m starting a new job on Monday, so my hours available for Demon work are going to drop a bit. Based on past experience, the drop in Demon will work will be heaviest just as I start the new job, but will slowly ramp up a bit after that as I settle into the new groove. As a result, updates may be a bit sparse the next few weeks, but don’t worry: progress will always be happening, just maybe a bit slower than at previous times. :)

New Demon Sprites

pantpantpant. Busy me has been busy, but I finally finished all the sprites for the next build’s 20 new demons! I’ll let them speak for themselves. :D

Abbey Lubber
AbbeyLubber

Alma
Alma

Baba Yaga
BabaYaga

Basilisk
Basilisk

Brucha
Brucha

Buruburu
Buruburu

Couril
Couril

Death Worm
DeathWorm

Estas
Estas

Eye Killer
EyeKiller

Flying Head
FlyingHead

Friar Rush
FriarRush

Jotunn
Jotunn

Leib-Olmai
LeibOlmai

Mulassa
Mulassa

Mummy
Mummy

Ogun
Ogun

Sankai
Sanaki

Shikome
Shikome

Virtue
Virtue

Zaltys
Zaltys
Whew. Next up: ability implementation and ability icon art! Once that’s done, I’ll be ready to share details about the interesting new abilities these demons, and some old demons, will have. :D Cheers!

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Agility, Area Effects, and Attenuation

The next build will include three new floors and twenty new demons, but it also include some balance changes worthy of discussion. :)

For awhile now, Agility has been regarded as the weaker of the five stats: unlike Strength, Magic, Vitality, and Cunning, there didn’t seem to be much reason to spend many points on it: base accuracy is already rather high, and many attacks don’t use accuracy or evasion anyway. Indeed, enough attacks didn’t use Agility where it was relatively easy to make builds that simply didn’t need it at all.

On a seemingly unrelated point: area effect attacks were proving a bit too dominant in the current mid to late game and needed to be reined in a bit in some way. As it happens, many of these were also attacks that did not use Agility in any way.

Addressing both problems: the new Attenuation mechanic!

Attenuation is an adjustment to the effectiveness of an area-effect based on the distance a given target is from the ‘blast point’. The blast point varies based on the ‘shape’ of the effect (for spheres, it is the center; for lines, it is the first cell in the line, etc.)

To begin with, a character directly at the blast point takes 100% effect; a character at the furthest edge will take only 50% effect. However, this is just the starting point: a character’s evasion (determined largely by Agility, but can be affected by various other abilities and status effects) can increase the reduction even further: it’s no help at the ‘blast point’, but at the furthest edge, 100% of a character’s evasion bonuses will count as additional defense against the damage and status effect accuracy of the attack.

Block and Dodge can also be used to defend against attenuation attacks, entirely nullifying them as they do regular attacks! As with evasion, their effect is 0% at the ‘blast point’, at the furthest edge Block and Dodge have their full chance to trigger.

In addition to updating ability tooltips to indicate when an attack uses this mechanic, the UI has been updated to help illustrate when attenuation is in effect, shown here for the Snowstorm ability with the help of some test goblins:

Attenuation1 Attenuation2

And the result of actually casting that Snowstorm?

Attenuation3

Two lucky goblins managed to Dodge thanks to their Evasion passive (10% Dodge chance vs. all attacks): the rest took damage based on how close to the center point they were. Attenuation usually protects against status effects like Chill, but since Chill never misses unless the target is Ice immune, it didn’t change anything here.

The news is not all bad for area effects, however. To compensate for the reduced total damage, area effect abilities that use attenuation received Power increases in nearly all cases, and SP cost / cooldown reductions in many cases.

Well, that takes care of area effect abilities hopefully. Agility’s effects on attenuation certainly help that stat, but there were still too many abilities that just didn’t use Agility for either accuracy or evasion, so I did a pass on abilities with an eye to trimming the use of the “Cannot Miss” mechanic. There were approximately 60 such abilities before the pass, about 20 of them were changed to either use attenuation, or simply no longer have the “Cannot Miss” mechanic. But, as with attenuation, the news is not all bad: abilities that lost “Cannot Miss” also gained additional Power and/or reduced SP costs.

Most of the abilities that were allowed to keep “Cannot Miss” and not have attenuation are in the Light, Dark, Mind and Body elements. Most of the abilities that lost “Cannot Miss”, or which now use attenuation, are in Impact, Fire, Ice, and Electricity. Why so? Each of the four elements that was largely allowed to keep their “cannot miss” abilities has a quirk that justifies it:

Light and Dark: Often uses conditional targeting and/or cooldowns.
Mind: Damage abilities are usually very low Power.
Body: Body is one of the most commonly encountered Resistances/Immunities.

By comparison, the Impact, Fire, Ice, and Electricity abilities usually only have to worry about SP and enemy resistances in order to work.

With far fewer “Cannot Miss” and un-attenuated area effects in the game, Agility should be much more reliable as a defensive stat, in addition to being more necessary on offense due to fewer elements having easy “Cannot Miss” access.  Hopefully this will prove to at least be a good first step to making Agility a valued part of character builds.

By the way, this won’t be the end of the passes I do for this build: content builds are a great time to make these sort of reviews and changes. :D Stay tuned for details on other changes and reworks. :D

P.S.: Special thanks to gaswafers, who has contributed significantly in design and implementation discussions of these mechanics on the forums.