Endless Mode Update


The first content update is here!

Features

  • After defeating the dragon, you can now choose to continue the run in Endless Mode and limit test your build against significantly stronger enemies.
  • Added 6 new followers & aspects! We'll only spoil 2 of them here.

  • Added 3 new hunts! And the Firework Master hunt is reworked.
  • The dragon is reworked to make it feels more like a final boss.
  • Various UI improvements, including options to speed up and pause combat animations.


Balance Changes

  • Mirroring Aspect, Charging Aspect and Sacrificial Dagger now cost more faith.
  • Incubator now costs less faith.
  • Imbued Aspect now deals 3 random damage after each attack (was 2)
  • Undying Aspect now revives the follower at full health
  • Raven now deals 4 random damage each time (was 5)
  • Instead of summoning many 2/4 Sculptures, Sculptor now only summons a single Sculpture with +1/+3 for each support follower

Bug fixes

  • The "followers attacking simultaneously" bug mentioned in the previous devlog is finally fixed.
  • Fixed summoned followers' start effects not triggering consistently.
  • Fixed Lightkeeper sometimes triggering more times than intended.
  • Fixed a weird interaction between speaker and familiar.
  • Fixed Chaser sometimes stealing more attack damage than intended.
  • Various UI fixes and text changes.

Files

V14.01.zip 88 MB
9 days ago
HolderOfPlace_Win_V14.01.zip 124 MB
9 days ago

Get Holder of Place

Comments

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(+1)

I really love the new update. There's some cool new combos, a bunch of great bug fixes, and overall the game feels a bit more challenging as well.

A few things that I've noticed still need some polish are:

  • The speed up button should remember its value between runs and also affect the time spent between floors.
  • If you have 20+ followers (even if they're dead), the game significantly slows down and with enough of them eventually takes 10+ seconds to calculate your turns.
  • Towards the later game and especially in endless mode, a reroll option is starting to feel much more necessary. At the very least I've now gone two runs in a row without seeing even a single copy of a major core unit, constantly having 20 Faith and only incompatible options available.

In terms of balance I'd also like to add that the "on death gain +2 faith" unit feels too strong. It brings you to 6 faith immediately the round after, something only the 1-cost vanilla unit does, while also giving more faith per round thereafter than even most 6-cost faith generation options.

Really solid feedback. I'm always very conflicted about reroll, but I think I have found a good way to implement it; and there are also other ways for player to influence their recruit pool in the work.

Supplicant is indeed sort of imbalanced. It theoretically should have 1 less health, but that will make the player lose the second combat if they recruit supplicant and put it at the front (which is the intuitive way to position it). That's the only reason I didn't nerf supplicant, and I've yet to come up a good solution for it.

I definitely agree that reroll is a hard decision. The game's limits, at least for the earlier parts of the game, really don't work well with a reroll mechanic. The best approach might just be abilities or shop items granting rerolls. For a guaranteed reroll, maybe if you skip a shop with 20 faith? That's a high cost, not easily achievable, but also exactly when you'd want  a reroll. There's also always the option of banishing units to make the game a tad more reliable in the lategame.


As for supplicant, my personal opinion is that it'd work perfectly fine at just +1 faith.  Whether you gain faith at round start or a unit's death makes little difference. The former is a bit more reliable and can be doubled up on but the latter actually combos with more options. That said, it might also be more unique to keep Supplicant on 2, and on death combos feel like they need that bit extra eco anyway. Alternative nerfs might be dropping Supplicant to 1 Faith but it gains a second Faith if another unit dies before or after it. Increasing the cost to 4 would go against the cost design but break the aspect of immediately going to 6 Faith. One really unintuitive nerf would be "buffing" it to 4hp since it'd be less likely to die, although that might also cause frustrations with players since it cant die round 1.

(+1)

This game is the next Slay the Spire or Inscryption

(+2)

(+1)

PEAK. x2