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	<title>Comments on: New Beginnings and a New Friend</title>
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	<description>A game about a tower, some demons, and many deaths.</description>
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		<title>By: Herbie</title>
		<link>http://demon.ferretdev.org/devblog/new-beginnings-and-a-new-friend/#comment-792</link>
		<dc:creator><![CDATA[Herbie]]></dc:creator>
		<pubDate>Thu, 01 Nov 2018 05:37:29 +0000</pubDate>
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		<description><![CDATA[Re: Resistances, correct. However, the flavor of each Relic still comes across through the Upgrades they start with. (Hand of the Dead now starts with Lifeguard and Consume, for example... that&#039;s probably going to feel like an unholy abomination even if you pick Light for a starting element.)

Homunculus&#039; modifier was indeed intended to be Rather Useful with the various Upgrades. Granted, Faithful Heart doesn&#039;t start with Revelation anymore, but you can still pick it up at Level 5, and you&#039;d need time to pick up the credits anyway. 

I definitely understand what you&#039;re saying re: wanting 2 abilities to pick from for elements: it was frankly not possible to find a single ability for some types that really explores everything that element is about (the examples you gave illustrate this.) That said, I do want to try it this way first. 

As for the physical abilities, I was mostly focused on making sure each was distinct from each other: one is high damage (Heavy Slash, 85 Power to the 70 of the others), one is ranged/AE (Piercing Thrust is a Range 2 Beam that ignores allies), one has a support effect (that&#039;d be Tackle.) All three elements are capable of all of those things, so any choice I made for each individually wasn&#039;t going to matter much, hence the decision to focus just on making them distinct starting options.]]></description>
		<content:encoded><![CDATA[<p>Re: Resistances, correct. However, the flavor of each Relic still comes across through the Upgrades they start with. (Hand of the Dead now starts with Lifeguard and Consume, for example&#8230; that&#8217;s probably going to feel like an unholy abomination even if you pick Light for a starting element.)</p>
<p>Homunculus&#8217; modifier was indeed intended to be Rather Useful with the various Upgrades. Granted, Faithful Heart doesn&#8217;t start with Revelation anymore, but you can still pick it up at Level 5, and you&#8217;d need time to pick up the credits anyway. </p>
<p>I definitely understand what you&#8217;re saying re: wanting 2 abilities to pick from for elements: it was frankly not possible to find a single ability for some types that really explores everything that element is about (the examples you gave illustrate this.) That said, I do want to try it this way first. </p>
<p>As for the physical abilities, I was mostly focused on making sure each was distinct from each other: one is high damage (Heavy Slash, 85 Power to the 70 of the others), one is ranged/AE (Piercing Thrust is a Range 2 Beam that ignores allies), one has a support effect (that&#8217;d be Tackle.) All three elements are capable of all of those things, so any choice I made for each individually wasn&#8217;t going to matter much, hence the decision to focus just on making them distinct starting options.</p>
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		<title>By: Joe</title>
		<link>http://demon.ferretdev.org/devblog/new-beginnings-and-a-new-friend/#comment-790</link>
		<dc:creator><![CDATA[Joe]]></dc:creator>
		<pubDate>Thu, 01 Nov 2018 04:41:51 +0000</pubDate>
		<guid isPermaLink="false">http://demon.ferretdev.org/devblog/?p=1866#comment-790</guid>
		<description><![CDATA[&quot;Your ability choice determines your resistances (which are always one resistance and one weakness, now.)&quot;

So that means Orb is no longer always weak to physical and resistant to mind? And Hand and Mask are not unholy abominations anymore? 
Really looking forward to blowing all my credits on Revelation on Homunculus.
Ok, I don&#039;t mind having only 1 ability from the start, but I think some elements should have 2 abilities to choose from. Weight sin/censure for light, dark omen/spite for dark, envenom/lich touch for body for example. And why does impact get an ability with effect on hit while the rest of physical elements don&#039;t? Double impact would be more fitting perhaps? Or again, make 1 starting attack of each physical element have on hit effect and another one for raw damage.]]></description>
		<content:encoded><![CDATA[<p>&#8220;Your ability choice determines your resistances (which are always one resistance and one weakness, now.)&#8221;</p>
<p>So that means Orb is no longer always weak to physical and resistant to mind? And Hand and Mask are not unholy abominations anymore?<br />
Really looking forward to blowing all my credits on Revelation on Homunculus.<br />
Ok, I don&#8217;t mind having only 1 ability from the start, but I think some elements should have 2 abilities to choose from. Weight sin/censure for light, dark omen/spite for dark, envenom/lich touch for body for example. And why does impact get an ability with effect on hit while the rest of physical elements don&#8217;t? Double impact would be more fitting perhaps? Or again, make 1 starting attack of each physical element have on hit effect and another one for raw damage.</p>
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