Just a quick update today. Lots of big things to announce throughout the next week, so I wanted to give some attention to this stuff!
Endless Dungeon mode is, for all intents and purposes, finished. A little more testing and file cleanup is needed, but she'll be ready for prime time SOON!
If you're a backer, you can expect a standalone copy of this mode as soon as it's ready. Even if you aren't, you can look forward to some live streams in the coming weeks. It's always different, and always a lot of fun, so I'm pretty jazzed!
As you may know, I've added many new pieces of equipment. In doing so and testing, things in some areas felt a little samey, and balance had to be adjusted.
So, here's some highlights of what I've changed to make your gear choices distinct, and fair.
Shields- +1 to +3 DEF boost, and a 5%-15% boost in evasion, per deflected attacks.
This makes your sword & shield set feel fundamentally stronger, but not as an all-out offense set.
Heavy Weapons- Added Halberds, which afford more defense and a lower AGI penalty than Hammers, at the cost of ATK power.
Heavy weapons also come with a 5% increase in critical hit rate; though that is subject to change to as high as 10%.
Twin Daggers/Arm Blades- ATK power nerfed by 2-5 points, otherwise unchanged. These have the highest average damage output, plus a minimal AGI penalty. However, as they are two weaker attacks, they are more subject to minimum defense threshold, and each attack is executed separately. For example; This means that you can land one hit, but miss the other, land one critical and one normal, etc.
The idea behind this new edition is to make it definitive; which meant painstakingly reevaluating everything, while not losing sight of the design philosophy. I think all of these changes and additions have made it the game it was always meant to be. Hopefully you enjoy it too.