~Patch v0.85 Notes~
Knights » Devlog
This is your landing zone for the v0.85 patch notes! Today we introduce the newest and final knight of the crusade, Aki the Summoner Knight! Along with Aki's showcase, we will discuss the current state the current state of the other knights, and how the effects of mob rebalancing from last week is currently going. This patch also includes more UI overhauls, and further gold balancing.
Knights
Knights are in a relatively healthy position. We feel that each knight has its own niche and that they do not interfere in each other's playstyle too much. However, some knights still struggle a bit to fit their playstyle, while others have proven to be must haves. Along with the introduction of Aki the Summoner Knight, we have done some light balances in order to flatten the power levels between different knights.
<Skill Name> (Mana Cost) {Status}
Aki (Summoner Knight)
Warm welcomes to our newest knight! Aki specializes in ally support and (as her name implies) pet summons. Her saplings provide bonus damage and healing, and while they may start out a bit weak, once grown they pack a punch!
- Enchanting Flute (P) {New}
- Aki’s saplings provide support in combat, enhancing her attacks or heals by 25% per sapling. The saplings’ support is amplified by their size.
- Summon Sapling (25) {New}
- Aki summons a sapling in an empty position. This skill costs no actions.
- Sapling Power (P) {New}
- Saplings will support nearby allies, restoring them for 10 Health. If there are no allies nearby, they will instead attack the nearest enemy for 10 Damage. The saplings' healing and damage are amplified by their size.
- Sapling Power (P) {New}
- Aki summons a sapling in an empty position. This skill costs no actions.
- Grow! (15) {New}
- Aki restores 20 Health to an ally. If Aki targets a sapling, she will instead increase the sapling’s size, granting bonus effects to the saplings, and gain a main action. Saplings may only grow 4 times.
- Requiem (0) {New}
- All saplings jump to the enemy's side, landing in their respective positions. All saplings then explode, dealing 50% of Aki’s Attack Damage to nearby enemies. The saplings’ damage is amplified by their size.
Sir Gent (Shield Knight)
Sir Gent's playstyle is currently a bit clunky, and has some overlaps with other knights. We're redefining some of his skills to be more unique and provide more agency for players.
- Rally (20) {Buff}
- Moves an ally
near him⇒ to a target position - If this ally is already Guarding, extend it by 1 turn and
restore 40 mana⇒ refund the mana cost.
- Moves an ally
- Smite (20) {Rework}
- Units in the center are
inflicted with Vulnerable⇒ cleansed of ALL effects.
- Units in the center are
Sir Junn (Magi Knight)
Sir Junn has become one of those knights that are a must pick. His high damage output mixed with party sustain has made him excel more than we had originally intended. We've cut back some of his restoring power, and have opted to reinforce his debuffing playstyle.
- Attack Damage:
30⇒ 25 - Mana Regen:
6⇒ 5 - Junn's Mix (10) {Nerfed}
- Renewing Brew
- Restore 20 health and
25 mana⇒ 15 Mana
- Restore 20 health and
- Renewing Brew
- Spread Disease (20) {Buffed}
- Mana Cost:
15⇒ 20 - Sir Junn targets a unit, extending all of their statuses by 1 turn and copying it to the nearest unit.
- Mana Cost:
Sir Lyse(Samurai Knight)
Sir Lyse was intended to be more of glass cannon type knight. His high damage and dodge chance meant he was able to enter and exit combat very easily without being punished too much. Stacking items on him made him virtually untouchable. We've taken away some of his built-in dodge chance to further the risk in playing him.
- Dodge Chance:
15%⇒ 7%
Mobs
Our recent mob changes have proven to be the right path for us to take. Our goal was to greatly increase mob strength and tune it down from there. New encounters and new mobs have show promise as new players must take losses as learning opportunities. However, we have definitely seen some fights become stronger than other. Along with some large nerfs on the knights, we've tuned some mob power.
Slimes
- Attack Damage:
25⇒ 20 - Dodge Chance:
10⇒ 0
Items
Now that mobs have the ability to equip items, we have noticed that specific mob configurations may result in incredibly powerful item arrangements. The same can also be said for certain knight configurations. We have balanced items more carefully with these new changes in mind.
Parting Gift
- Dodge Chance and Critical Chance removed
Demon Rock
- Upon killing a unit, the holder permanently gains
2⇒ 1 Attack Damage and loses 1 Max Health
Gale Boots
- The holder's
gains Attack Damage equal to 50% of their dodge chance⇒ attacks gain bonus true damage equal to 50% of their dodge chance.
Rising Sun
- Restoring Health increase the holder's
Defense by 5⇒ Damage Reduction by 15% for 2 turns.
Cursed Bunyip Eye
- When the holder attacks, they lose
3⇒ 5 Health.
Death Monocle
- Upon taking lethal damage, the holder
mitigates all damage⇒ survives with 1 health.
Bug Fixes / QOL Changes
- Fixed a bug where the inn would only heal your first party member
- Fixed a bug where purchasing a new item while equipping a newly bought item would cause the player to lose the item
- Removed legacy text in the inn prompting "1 time"
- Fixed a bug where hovering over items in your inventory would display text incorrectly
- Combat display now shows whole numbers instead of decimals
- Anger Seal now grants the proper stats
- Fixed a bug where Cursed Bunyip Eye would reduce the holder's health to 0
- Fixed a bug where Knight Knight's (Sword Knight) Passive - Gallant Cape would create portals in the same position
- Mobs with equipped items now show the equipment icon under their health bar
- Hovering over combat icons now highlights and borders them
- Hovering over AOEs on the combat field now highlights them and those it affects
- Increased the spacing between AOEs and combat icons on a unit
- New start-of-combat animation added
- The combat map now has variable sky brightness and god rays
- Optimized combat for when multiple units are affected with statuses
Conclusion
Aki (Summoner Knight) will be the last knight we add before shipping in early June. As production continues, we will stop releasing new content and put our full focus into QOL changes. As always, we will continue to monitor the balance changes we have made and readjust them as necessary. Thanks for reading!
Files
Knights v0.85-alpha Windows 139 MB
Apr 27, 2021
Knights v0.85-alpha MacOS 143 MB
Apr 27, 2021
Get Knights
Knights
A medieval themed turn-based rogue-like.
Status | Released |
Authors | Abomination Games Studio, MamaIceBear, BIank |
Genre | Strategy |
Tags | 2D, knights, Pixel Art, Roguelike, Turn-Based Combat |
More posts
- ~Patch v0.99 Notes~Jun 02, 2021
- ~Patch v0.97 Notes~May 25, 2021
- ~Patch v0.95 Notes~May 18, 2021
- ~Patch v0.93 Notes~May 10, 2021
- ~Patch v0.90 Notes~May 03, 2021
- ~Patch v0.80 Notes~Apr 19, 2021
- ~Patch v0.75 Notes~Apr 14, 2021
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