February Update & Discord!
Holder of Place » Devlog
A smaller update while we continue to work on the codex and prepare for our steam reveal...
Also, we made a discord!
- Added 8 new relic modifiers.
- Added 1 new special hunt encounter.
- Cord Segment (+1 capacity) is now significantly more common than before. It also got its own special recruit event.
- Palisade will no longer randomly show up in Endless Mode; instead, this is now a relic modifier.
- Transition time in Endless Mode is reduced.
- Beekeeper and Injector is very slightly nerfed.
- Added a lot of new portraits.
- Fixed recruit events in Endless Mode sometimes only providing 4 cards.
- Fixed a soft lock in Endless Mode when all hunt encounters were skipped.
Files
V15.41.zip 112 MB
38 days ago
HolderOfPlace_Win_V15.41.zip 151 MB
38 days ago
Get Holder of Place
Holder of Place
Roguelike auto-battler
Status | In development |
Authors | Zitta, VM, Jamie Zhang |
Genre | Card Game, Strategy |
Tags | auto-battler, autobattler, Fantasy, Mouse only, Roguelike, Sci-fi, Singleplayer |
More posts
- March Update8 days ago
- Performance Update26 days ago
- Dragoon Hotfix60 days ago
- Reliquary Update66 days ago
- December Update 294 days ago
- December UpdateDec 05, 2024
- Endless Mode HotfixNov 15, 2024
- Endless Mode UpdateNov 06, 2024
- Notes on "followers attacking simultaneously" bugOct 29, 2024
Comments
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Oh, this is a bunch of nice quality of life changes.
Although I would add that the problem with Pallisade was mostly the crazy scaling. Make the damage cap be based on its initial HP and it's fine.
What I have noticed is problematic though (I might've mentioned it before, not sure) is the Maze. Originally I thought it should be good, but I've noticed it screwed up my team order way more often than I expected. I even did a team that went xABxABx (where x are any combination of units, but a B unit must always be behind any of the A units to function) and I still lost back to back maze encounters where both got swapped badly.
So I did the math, and it turns out that if you swap any 1 unit with any 1 other unit, the chances of that happening are 5%. But as I understand it, the card swaps 2 units with another 2, so it's already a 25% chance to swap into a bad permutation.
So yeah, even with redundancy, the Maze hands you a free loss every 4th encounter. Making it to floor 100 with e.g. a Barrier based strategy is unlikely. Making it to floor 200 is basically a statistical impossibility.
My proposed solution would be to make the maze shuffle (one of) the unit(s) in the slot opposite itself to a random different slot. So a redundant strategy can still win while still having a hard time.
V15.41
Nice!
Hell yeah