Posted January 16, 2023 by Ulfsire
Reworked all effects such as Bleed, etc to always accumulate duration instead of creating new instances, and to do things based off duration. Abilities that interact with effects now deal with total duration instead of # of instances. Also changed a few effects:
Bleed (damage dealt if you attack or move, no longer on game turn)
Freeze (+ damaged if you stand still)
In the new system, damage dealt and stat penalties / bonuses from effects can get extremely high -- 10 Scorch will deal 70 Fire damage to you, etc
Added Templar class: applies Anoint to self on prayer, and on kill (ally or enemy) if already anointed, which raises Hit and Dodge, starts with brass armor and a large curved blade
Added Summoner class: each point of Willpower increases summons' Life and Hit, starts with a powerful Janin scroll
Reworked Warrior to have a Gladius and Shield, Poise now raises stats much more quickly but is purged if you take a step
Reworked Mubarizun to have two swords, and to simply attack on step
Reworked Humbaba and Mehtar to make sense with the new effects
Guard now raises encumbrance, Tenacity lowers encumbrance (formerly Vitality)
Frost Guard raises Inflexibility (can be very powerful with Block scaling)
Focus now reduces Inflexibility
Arboromancy now summons Creepers, stationary vines that inherit your max life and heal rapidly
Assassin now multiplies your pierce damage if the enemy is above 75% life (funnily can work with Entangle)
Reworked the abilities of the "stand still" items (mage hats, staves)
Reworked several other items (Intabah, the gloves, the poison / bleed knives)
Added:
Void Cuirass
Fire Scythe
Vine Scythe
Psi Gloves
Ice Necklace
Most items now have some kind of unique scaling, a few stragglers are left
Reworked the UI a bit, with rudimentary life / glory bars and prayers as text (I find the text more enjoyable)
Powers cleaned up a bit with the costs not pasted over the top, and the current level shown on the bottom right (if known)
Worked some more with the message log to make it clear if its damage you dealt (yellow) or damage dealt to you (red), have some more ideas in this area though
Other stuff I'm forgetting, made enemies more dangerous :)
Thank you for playing and any feedback, the system continues to (slowly) grow