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Wrothmonk

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A member registered Aug 06, 2017

Recent community posts

So you probably want to look into the code that handles status affects when an item receives half of the effects of buffs. I think I just managed to apply 0.5 weakness to an enemy with an explosive arrow and a single use of dark whetstone on it, and when the turn ended it went to -1 weakness. Didn't seem to increase the enemy's damage thankfully, but still weird behavior.

The one thing keeping me from making a build that lasts more than a few levels in endless is a lack of ways to deal with Poison. Once it stacks up to your maximum health you're dead. Period. Regen happens first so there's no 'returning from the dead' after poison gets you down to 0 hp.

There's only two items that remove poision as far as I know.

The first is the potion that removes ALL status effects, even the positive ones that I'm building up to finally be able to kill the enemies with the high health you see in endless. Then there's also the issue that it's a consumable, and I can't exactly keep the ten or so I'd need to finish a combat against some snakes.

The second is the one that removes poison whenever I use an adjacent weapon. Good luck using a weapon 24 times in a single turn though!

Please devs, we desperately need some more counters to poison. It's a guaranteed endless run killer that's just frustrating.