The Second Class: Warrior!
Author: NourSaiFR,
published 3 weeks ago,
[img]https://clan.cloudflare.steamstatic.com/images//45022620/691c642d22fb799e75395b32b221f9f9ea0dc487.png[/img]
This patch is all about the new class, warrior. It's been a while since I released a patch but adding a new class required more work than I expected. Anyways, let's talk about how the new class works.
[h2]INSPIRATION & PLAYSTYLE[/h2]
I wanted to do something similar to Monster Hunter’s bigsword playstyle where you do a lot of swings that deal decent damage then you do one big swing that deals tons of damage. To make it work with "Blue Hunter" I made some adjustments.
Some attacks will apply a status effect and then certain effects will benefit from it. The status effect will also have a limit/max value to act in a way similar to a gauge. If the gauge is full (status effect stacks are at max value) then certain effects can trigger (e.g. a skill effect).
[h2]WARRIOR RELATED STATUS EFFECT[/h2]
Since I used all the anger based keywords (rage, wrath, etc…) I decided to go with “Momentum” as the name for this status effect. The idea is you get “Momentum” when adding more stacks since some of your effects get stronger.
So most of the card effects are based around this mechanic. Apply momentum or consume momentum stacks to trigger an effect. For now, I made “Momentum” duration based. This means that it decreases by 1 each turn (like Poison). This forces you to make certain choices instead of knowing that you can keep the gauge full as much as you want. I think “10” is a good max value for “Momentum” (at least for now).
I wanted to add an “Impact” mechanic (like “critical") that deals a lot of damage but I am not sure how to do that. The “Impact” should happen when you consume “Momentum” stacks. So maybe a “Impact” text can appear when you consume some stacks. Just an idea for now.
[h2]WARRIOR'S STARTING SKILL[/h2]
Another thing I wanted to add is a “stun” effect when your gauge is full (10 stacks). The starting warrior skill will apply 1 confusion on the enemy. You might have seen “Confusion” on "Dark Hood" already. It was behaving like a “Paralysis” effect where the enemy can’t attack. In an RPG the term “Staggered” might be more adapted. I changed it to make the enemy have a 50% chance to attack. This is because making gods not attack at all might be a bit OP.
Also, this confusion will only trigger if you have 10 stacks exactly + the enemy doesn’t have confusion already. Meaning, you can’t consume 2 stacks then add 2 stacks again and re-trigger the skill if you reach 10 again. Like I said, monsters aren’t an issue but this will be hard to balance with gods, although it might be satisfying to pull off. I might change this in the future. Maybe stunning gods can become a strategy in itself.
[h2]WARRIOR'S SECONDARY STATUS EFFECT[/h2]
Finally, I added a “Bleeding” status effect to only two cards (for now). Warrior classes usually have a sort of a “bleed” effect (e.g. World Of Warcraft) that makes you lose HP over time. Here, “Bleeding” makes the target lose 10% of its max HP. This can help against the first god.
[h2]WARRIOR'S GAMEPLAY EXPERIENCE[/h2]
I was able to beat the first god for now so I think we have a good start. The gameplay is a bit slow at the start because you don't have the cards that utilize the "Momentum" status effect from the start. I also was afraid of the warrior becoming very broken with critical attacks so I made the stat points give weaker values. The warrior focuses more on strength and is tankier than the assassin, at least that was my goal.
[h2]CONCLUSION[/h2]
It’s worth noting that monsters change their effects based on the selected class. So “Skinny Bird” will behave differently with the warrior class or the mage class (3rd class during early access). This concept accentuates the fact that you control the monsters as a hunter. Monsters adapt to your "powers/magic".
I also want to add that the warrior class won't be available in the demo when the game goes into early access, like the save system.
[h2]CHANGES[/h2]
[list]
[*] [STEAM]: Fixed an issue with Steam cloud save (demo version).
[*] [CONTENT]: Created a starter deck for warrior.
[*] [CONTENT]: Added "Digging Rat" effect for warrior class.
[*] [CONTENT]: Added "Rock Plant" effect for warrior class.
[*] [CONTENT]: Added "Skinny Bird" effect for warrior class.
[*] [CONTENT]: Added "One Eye Crab" effect for warrior class.
[*] [CONTENT]: Added "Abyss Serpent" effect for warrior class.
[*] [CONTENT]: Added "Red Juggernaut" effect for warrior class.
[*] [CONTENT]: Added "Axe Shark" effect for warrior class.
[*] [CONTENT]: Added "Fallen Rogue" effect for warrior class.
[*] [CONTENT]: Added "Spider Cloak" effect for warrior class.
[*] [CONTENT]: Added "Sea Brute" effect for warrior class.
[*] [CONTENT]: Added "War God" effect for warrior class.
[*] [CONTENT]: Added "Venom Tail" effect for warrior class.
[*] [CONTENT]: Added "Calamity God" effect for warrior class.
[*] [CONTENT]: Added "Steel Crusher" effect for warrior class.
[*] [CONTENT]: Added "Shell Crawler" effect for warrior class.
[*] [CONTENT]: Added "Dark Hood" effect for warrior class.
[*] [CONTENT]: Added "Rock Fang" effect for warrior class.
[*] [CONTENT]: Added "Ghost Wolf" effect for warrior class.
[*] [CONTENT]: Added "Void Stalker" effect for warrior class.
[*] [CONTENT]: Added "Void Maw" effect for warrior class.
[*] [CONTENT]: Added "Forest Shaman" effect for warrior class.
[*] [CONTENT]: Added "Leafy Terror" effect for warrior class.
[*] [CONTENT]: Added "Venom Maw" effect for warrior class.
[*] [CONTENT]: Added "Ice Crab" effect for warrior class.
[*] [CONTENT]: Added "Mind Break" skill. (Confusion 1 when max momentum)
[*] [GAMEPLAY]: Added "Momentum" status effect (warrior specific, 10 stacks max).
[*] [GAMEPLAY]: Added "Bleeding" status effect (10% max HP damage).
[*] [GAMEPLAY]: "Confusion" now makes the target fail its move 50% of the time instead of 100%.
[*] [GAMEPLAY]: Added different stat increase values for warrior.
[*] [GAMEPLAY]: Cards now can have a "Banish" effect and go to a banish pile after being used.
[*] [SETTINGS]: "Retro Filter" is now disabled by default.
[*] [TEXT]: Effect descriptions now include data from conditions too.
[*] [TEXT]: Added "Banish" keyword.
[*] [VISUAL]: General skill boxes now adapt to the selected class.
[*] [VISUAL]: Stat skill boxes now adapt to the selected class.
[*] [VISUAL]: Stat boxes now adapt to the selected class.
[*] [VISUAL]: Room outline in map UI now adapts to the selected class.
[/list]