Posted November 09, 2022 by Ulfsire
another balance patch -- this generally increases the power of enemies across the board, with a focus on Hit and Life. Dodge, Armor and Block now all have a minimum 10% chance to fail. It was too easy to feel invulnerable for most of the game. Further versions will address this while trying to feel fair.
"Delayed damage" enemy abilities now target tiles in a random spread -- this means you're not guaranteed to be forced to walk through it if you're stuck on a 1 tile path
Dervish, Pugilism now create extra "Hits" instead of attacks
Psiblade and Warrior of the Mind now trigger off "on Hit"
Psychokinesis now deals damage in a path
Psychomorphism now causes the Hits of your summoned Allies to trigger the Hit effects of the player
Vinakinesis and Piercing Vines damage reduced
Poison Skin now deals retaliatory poison damage to attackers, but no longer heals off poison damage dealt (only taken, which combines with...)
Added Morbumancy, which causes your prayers to apply sickness to you, and increases your healing for each sickness on you
Experiment: you can now choose from 3 elements for your Powers, but you are limited to 6 different ones. This will hopefully discourage just getting 1 point in each power, which tends to maximize different instances of damage and didn't feel very characteristic to me. With a limit, there can be some decision making about which one to level-up. The availability of a 3rd element might make up for new feelings of being constrained.