Posted April 24, 2025 by Beastwoe
#deckbuilder #tower defense #enemy system #Fire Deck
This update brings foundational improvements to enemy behavior and progression mechanics, enhancing both the strategy and excitement in every run.
New Enemy Action System (SCRUM-192)
Introduced a scalable action system enabling custom behaviors for all enemy types. This system forms the backbone for future special abilities, coordinated attacks, and more.
Ranged Enemies Added (SCRUM-188)
Normal enemies now have a ranged variant! These foes will stop at a set distance and fire projectiles at the tower. Expect them to be a consistent threat in mid-range engagements.
Enemies Now Fire Projectiles (SCRUM-196)
Implemented ranged attack logic, allowing certain enemies to launch projectiles at your tower. Dodge mechanics aren't in yet—brace for impact!
Enemies now react dynamically based on battlefield conditions via three new triggers:
HP Trigger (SCRUM-193)
Triggers when an enemy's health drops below a threshold. Can be used to initiate second-phase behavior or panic effects.
Time Trigger (SCRUM-194)
Activates after a specified duration in battle—useful for delayed attacks or transformations.
Range Trigger (SCRUM-195)
Triggers when the enemy reaches a specific distance from the tower—perfect for ranged enemy AI or boss positioning.
Tech Notes In Progress (SCRUM-156)
Initial documentation drafted for the newly implemented Enemy Action and Trigger Systems. These notes will aid future devs in expanding enemy complexity and designing unique encounters.
Deck System Infrastructure (SCRUM-183) – Will allow backend support for card deck groupings and deck-based relic synergies.
Balance Changes (SCRUM-191) – A fix is queued to equalize card rarity during early testing.
Enemy Health Scaling (SCRUM-149) – Planned update to scale enemy health per wave and increase long-run difficulty.
Let us know what kind of enemies, triggers, or card combos you'd love to see next! And as always—stay frosty, stay strategic, and keep rushing the Nexus. 🚀