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New Event/Event Danger Mission, Complete With New Items and Enemies

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Thu, 02/25/2016 - 20:28
Ganzfeld-Effect's picture
Ganzfeld-Effect

Before I get started, this is going to be a massive wall of text. Questions, comments and suggestions to add to/improve everything are welcome.

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New Event: “A World Apart”

Event Danger Mission: “Doom in Bloom”

Repeat Status: Repeatable

Background/Mission Briefing

A strange area was found hidden behind a cracked wall deep within the Clockworks. Not seeming to belong to any known part of terrain, the space within was bathed in eternal twilight. Bizarre and unfamiliar plants and flowers gripped the area, turning it into a hazy dreamscape of nature. Deeper within the newly discovered forest, a strange opening was found that seemed to lead to parts unknown. Fearing it may be dangerous, Desna has tasked her Recon Rangers with investigating.

Floors

(All floors after the lobby will be displayed as "Depth ???", but treated as Depth 24 to Depth 28)

Mission Lobby: (Unique starting area with stray Recon Rangers and Geo Knights doing research on the soil, plants, etc. A portal leading to the next floor has been barricaded. Talking to a knight standing guard at it will open the way. The party will lock after entering the portal.)

Rust Winter Road: (Freeze/Stun themed with Beast/Construct. An abandoned stretch of road that has been taken over by various types of plant life; the unique ecosystem has allowed development of strange and slightly terrifying monsters to grow and thrive. Odd, hostile machines with unknown origins also roam, forever searching for a purpose that may well never come.)

Vile Viaduct: (Freeze/Poison themed with Beast/Undead. A long forgotten railway bridge that seems to span over what was once a great lake. Below its crumbling frame lies a vast body of stagnant, chilled sludge, teeming with all manner of toxic life. The air is bitter and foreboding, with a sense of something staring over your shoulder at all times…)

Angoria’s Alcove: (Boss floor. A few arena themed battles going through all statuses thus far prepare you for what lies ahead…)

Garden of Dreams: (Lore/Treasure floor. A wide open space of beautiful flowers. Something is not quite right…)

Dialogue

Speaking to the Knight guarding the barricade to the portal will prompt the start of the mission.

KNIGHT: “(Player Name)! Thank goodness you’re here!”

PLAYER: “What is going on down here?”

KNIGHT: “This place is so strange, isn’t it? We found it behind a crack in a wall after somebody accidentally set off their Big Angry Bomb. We were mad at first, but then we saw what was behind it. We’re not really sure what to make of it. The air feels different in here. It almost feels like it’s alive… like it’s filled with faint voices that are just out of earshot. I’m not so sure I like it here, but this is what we’re trained for, after all.”

PLAYER: (Continue)

KNIGHT: “Desna is off preparing to go, and I suggest we all do the same. There’s no telling what kind of things await on the other side of that thing… Are you sure you’re ready?”

PLAYER: (Let’s do this!) or (Maybe not quite yet.)

KNIGHT: (If “Let’s do this!” is chosen…) “I have faith in you. You should bring a little bit of everything as far as damage; we don’t know what we’ll be facing in there. Please be careful!” (If “Maybe not quite yet.” is chosen…) “Alright. It’s best to make sure you’re fully geared up before heading into the unknown. Come see me again when you’re ready.” (Note: The comment on damage will be relevant later. Heed the suggestion.)

Speaking to the knight again will either initiate the dialogue of “Please be careful!” or “Are you all set to go now?” depending on which option was chosen before. The second option will have a choice of “Ready!” or “Not yet.” Choosing “Ready!” will change over to the “I have faith in you. Please be careful!” text. Choosing “Not yet.” will change over to “Come see me again when you’re ready."

=-=-=-=-=-=-=-=-=-=

New Enemies: “Monster (FAMILY/TYPE)”

Ironback Beetler (BEAST/TURRET): A large, armored insect that fires a spray of mini beetles as projectiles. It is invincible from the back due to its hardened shell. It will attempt to “hide” with its shell if shot at. When defeated, it will wind up for a fast dash attack like a Scarab before disappearing.

Diabolic Beetler (BEAST/TURRET): A large, armored insect that fires a spray of mini beetles as projectiles. It is invincible from the back due to its hardened shell. It will burrow underground to “hide” if shot at. This turret will burrow underground and follow the closest knight before popping back to the surface to fire. When defeated, it will launch a mini beetle in all directions at the speed of a Devilite projectile.

Shimmering Soul (SOUL/NONE): A Lost Soul that deals a combination of Stun and Freeze upon exploding. Will only spawn on the floor Rust Winter Road, and will spawn regardless of party size.

Rust Bunny (CONSTRUCT/MINI): A Construct version of the Dust Bunny. It will “malfunction” like a Mecha Knight when defeated and hop rapidly after the closest knight before exploding. The explosion will deal Normal/Elemental damage along with a chance of inflicting Moderate Stun.

Blooming Wolver (BEAST/WOLVER) An Alpha Wolver that seems to have been taken over by a strange fungus. It has slightly faster movement speed, a longer windup for an attack, and it will dash with one large bite that has slight homing capability instead of three consecutive bites in a straight line. During the windup, it cannot be flinched. Every so often, it will release a cloud of spores that have a chance of dealing Moderate Poison, but will not cause damage.

Blooming Chromalisk (BEAST/CHROMALISK): A Chromalisk that seems to have been taken over by a strange fungus. It has faster movement speed with smarter dodging, a longer windup for its tongue attack with tracking capability and will occasionally spit a burst of three puddles of ooze. These will make small mist rings about the size of a 2* mist bomb. During the tongue windup, it cannot be flinched. Both the puddles and haze will have a chance of causing Moderate Poison, but the puddles will not cause damage if walked over.

Miniboss: Rust Bunny King

This is a large Rust Bunny that seems to have been melded together from smaller Rust Bunnies. Its attack pattern will be that of an Alpha Wolver, as well as spitting out a Rust Bunny now and then. Other than biting, it will hop in the air and slam down to cause Moderate Stun to anything within a small radius. Doing so will also immobilize it for a short while as it recovers.

After receiving enough of one damage type, it will buff itself with "Defense Up!" towards that specific damage type, generating a shield the appropriate color. While the shield is up, all incoming damage of that type is reduced initially by 25%, while getting progressively more resistant depending on how much it is hit with over the fight topping out at 75%. It will “malfunction” like a Mecha Knight when defeated and hop rapidly after the closest knight before powering down. At this point, it can be picked up and thrown, and will break apart while inflicting Moderate Shock to anything it hits.

=-=-=-=-=-=-=-=-=-=

New Hazards

Sapling: A hazy beige plant that inflicts Moderate Stun on anything nearby when destroyed. It does not cause damage and will regrow after a while.

Frostling: A chilly blue plant that inflicts Moderate Freeze on anything nearby when destroyed. It does not cause damage and will regrow after a while.

Flareling: A smoldering red plant that inflicts Moderate Fire on anything nearby when destroyed. It does not cause damage and will regrow after a while.

Toxling: A sickly green plant that inflicts Moderate Poison on anything nearby when destroyed. It does not cause damage and will regrow after a while.

Zapling A sparking grey plant that inflicts Moderate Shock on anything nearby when destroyed. It does not cause damage and will regrow after a while.

Heartling: A pastel pink plant that seems different than the others. It will always drop at least three large hearts when defeated, but does not regrow. It has a decent chance to spawn in place of any other “-ling” enemy with guaranteed spawns during the boss fight.

Winding Vine A strange looking vine-like object that will ensnare knights who wander too close. They will be inflicted with the “grasped” effect similar to the Apocrean Harvester tendrils. These deal no damage on their own. They can be “defeated” temporarily either by a party member, or by the knight that is stuck attacking enough times. Once destroyed, they will regrow after a while.

=-=-=-=-=-=-=-=-=-=

Enemy Spawns per Level

Rust Winter Road

  • Winding Vine
  • Ironback Beetler
  • Rust Bunny
  • Shimmering Soul
  • Sapling
  • Frostling
  • Frostifur
  • Alpha Frostifur
  • Tundralisk
  • Kleptolisk
  • Slush Puppy
  • Brumabot
  • Sleetrode

Vile Viaduct

  • Winding Vine
  • Ironback Beetler
  • Diabolic Beetler
  • Chilling Howlitzer
  • Rust Bunny
  • Rust Bunny King
  • Sapling
  • Frostling
  • Toxling
  • Blooming Wolver
  • Blooming Chromalisk
  • Droul
  • Freezing Bombie
  • Hurkat

Angoria’s Alcove

[WAVE ONE]

  • Ironback Beetler
  • Rust Bunny
  • Blooming Chromalisk
  • Frostling
  • Frostifur

[WAVE TWO]

  • Diabolic Beetler
  • Frostifur
  • Alpha Frostifur
  • Tundralisk
  • Kleptolisk

[WAVE THREE]

  • Blooming Wolver
  • Slush Puppy
  • Sleetrode
  • Brumabot
  • Rust Bunny King

After each wave is complete, a wall of “Heartlings” will be found blocking the path, forcing players to destroy them in order to progress. In doing so, they drop hearts, which both heals the party and teaches them what they are and what they do.

=-=-=-=-=-=-=-=-=-=

Boss Battle: Angoria

Before the fight is initiated, there are multiple “Winding Vines” littered about the area, but they cannot be hit nor do they have any effect if touched. The end of the floor consists of a stretch of land in an L shape with one wall being covered by a large mesh of leaves, and a portal visible at the other end. Proceeding too far will trigger a cutscene. There is no Party Button for this. It will be started if any knight in the party gets too close to the exit.

Once triggered, both exits will become covered with large, thick vines that cannot be destroyed. The camera will pan over to the wall of leaves, which will shake a few times before blowing apart with a large roar from Angoria! It is a large, hulking Beast with unique resistances which will be explained a little bit later. Roughly the size of Lord Vanaduke, Angoria looks like a large Dust Bunny that has been mutated by the plant life in the area. It sports a mouth of razor sharp teeth, is covered in thick green fur, a few vines for arms and is rooted to the ground. In fact, all of the “Winding Vines” are its roots! The most noticeable feature is a large, bright, grey orb nestled in its chest. Don’t be fooled; that’s not a weak spot!

This battle is split up into four phases. Angoria is immune to all statuses and can be damaged by all weapon types, and initially will be neutral to everything. If one should choose to use bombs, then it is worth noting that destroying the “Winding Vines” will cause a bit of damage so you don't have to get up and give it a hug. It will not be nearly as much per hit, but when the vines become clustered it makes it viable to use area damage. Note that "Winding Vines" can be inflicted with statuses.

During each phase transition, based on the entire party's contribution, whichever damage type was used the most will determine what happens.

Mostly Normal: The orb will glow red and throw up a red shield.
Mostly Piercing: The orb will glow yellow and throw up a yellow shield.
Mostly Elemental: The orb will glow green and throw up a green shield.
Mostly Shadow: The orb will glow purple and throw up a purple shield.

The first time a shield appears, it will reduce incoming damage of that type by 25%. The second and third times will reduce it by 50% and 75%, respectively. If damage types are varied across all phases, it can become resistant 25% to three types and remain neutral to one for the final phase.

Each time a shield appears, it will be given an outline to determine its level of reduction.

No Outline: 25% reduction
White Outline: 50% reduction
Gold Outline: 75% reduction

[Phase One]

Angoria will attack with its arms in a similar fashion to a large Trojan slam, as well as a sweeping attack if knights wander too close. These attacks will have a chance of causing Moderate Stun if they connect, and deal mostly Normal damage. If there are no targets within range, the “Winding Vines” will begin to try snagging the closest person and holding them. Once someone gets held in place, Angoria will reel back and charge an attack. It cannot be flinched during this time, but is vulnerable to close ranged attacks. “Winding Vines” defeated in this area will regrow in a different, random spot much quicker than normal.

After charging for a few moments, Angoria will fire out a large ball of sludge where the knight is or was, depending on if they were freed. The initial impact will both damage the target and anything in the area with Elemental damage, then spread a few tiles out from where it landed and remain for a few moments. Touching it at this stage will cause Moderate Poison as well as reduced movement speed, but no actual damage.

When enough damage is dealt, Angoria will let out a roar that shoves every party member back in a similar fashion to the ability Battlepods have. The first shield will be put up here. A few “Heartlings” will spawn, so take advantage of them while you can.

[Phase Two]

The first damage shield will be put up here.

Angoria looks a bit roughed up, with a few patches of fur being scuffed and wrinkled. During this phase, it will call up a random assortment of “-ling” hazards, making a minefield out of them. The types are randomized each run. Angoria will now begin to charge up the attack from before without waiting for a knight to get captured. This time, however, once this ball lands it will split into two smaller versions that attempt to home in on the closest knight. They behave normally after the first bounce and will generate puddles of ooze much like the larger one. Angoria will still attack in a normal fashion if knights wander too close.

Other than being resistant to one of the four damage types, this phase plays out much the same as the first with the added hazards. After enough damage is dealt, the third phase will begin. A few more “Heartlings” spawn here.

[Phase Three]

The second damage shield will be put up here.

Angoria isn’t looking so hot, with dark patches all along its body and bits of fur having been knocked off. Once again, Angoria will let out a roar that knocks all party members back while it prepares for the next phase. Angoria’s attack will now be a rapid fire of three consecutive orbs that behave the same as the first. It will launch the three with one second in between that travel about the speed of a Devilite projectile. These do not split on impact.

After three rounds of firing, Angoria will pause for a moment to catch its breath. Use this time to get in and dish out your best amount of damage. If you are too close when Angoria regains its composure, you will be caught by one of its arms and held. This cannot be escaped from, and will hit four times with pure Normal damage: once for the initial grab, followed by two squeezes. The squeezes can be shielded, which will reduce the damage taken, but not completely negate it.

If Angoria had grabbed anybody, after finishing the attack, it will throw/shove them back away from it. During this phase, at regular intervals, the ground will begin to have sharp roots rise up similar to the Jelly attacks wherever knights may be standing. These, however, will cause Moderate Poison if they connect as well as almost pure Piercing damage with a bit of Normal. They will only target one knight at a time.

Should the party manage to wear down Angoria’s health again, they will be greeted with the final phase. A handful of “Heartlings” will spawn again.

[Phase Four]

The third damage shield will be put up here.

Angoria will now look very weathered and damaged, with leaves and fur turning dull brown. The same roar as the other phases greets the party. It also appears to have been hiding a dangerous trick for this phase…

Accompanying the battle will be respawning “Blooming Wolvers” and “Blooming Chromalisks” that appear in pairs of two (two of each, not one and one.) There will also be (slowly) spawning “Shimmering Souls.”

When someone wanders too close, they will be instantly grabbed and held by one of the arms. Angoria will lean down and chomp the target. This has a guaranteed chance of applying the boss-only status effect of “Cripple.” When inflicted with “Cripple,” you will be given debuffs of “Attack Speed Decrease: Medium" and "Movement Speed Decrease: Low," plus all enemies will become resistant to all damage types. For example, using a Final Flourish on the “Blooming Wolver” will be treated as Elemental damage. This status will last for 10 seconds and cannot be removed with a Remedy Capsule. During this time, you can still heal as normal.

There will be very little delay between firing the sludge balls this time around, and the pause after firing three bursts of them will be much shorter. It will still be enough to get in and smack Angoria around with swords, but be quick! The “Winding Vines” will be fewer in number, but respawn almost instantly when defeated. Between the vines, the souls, Angoria’s firing and the sharp roots, this is not a fight you want to stand still very long for!

Once its health is finally brought down, everything will stop moving. All of the “Winding Vines” will shrivel and go back into the ground. Angoria will release one final roar, before collapsing into a pile of fur and leaves. It is at this point the way forward will be opened, and everyone may proceed to the final portal. For participating, each party member will be awarded between three and five “Suspicious Seed” tokens. There will be an NPC in Haven to trade them into for prizes.

=-=-=-=-=-=-=-=-=-=

Garden of Dreams

Upon arrival, the music will be the same track as the danger mission treasure floors. There is no party button, just a large expanse of flowers completely covering the floor in a seemingly endless field. A Recon Ranger will be sitting in the defeated position. When interacted with, the following dialogue happens.

RANGER: “. . .”

KNIGHT: “Hey! Are you alright? Wake up!”

RANGER: “...Ahh… It’s warm… So peaceful…”

KNIGHT: (Continue)

RANGER: “… Heh heh… The flowers… Let’s play… All day…”

KNIGHT: (End Conversation)

There are also NPC’s that appear as light blue “Lost Souls” floating about slowly. Each one if spoken to will talk with a little speech bubble one of the following sentences:

“It’s so fun… Never want to leave…”

“Everyone… So happy… Let’s stay… Forever…”

“Will you stay… with us…? Ahh… So nice…”

“Where… Am I…? It’s so… Carefree…”

“Pretty flowers… So amazing… Hehehe…”

There are a few pathways to the left and right with multiple red treasure boxes. In the middle of the field are four white and gold treasure boxes, covered in vines and flowers. Breaking them open has a chance of dropping "Suspicious Seeds," or in rare instances, the new "Gnarled Root" or "Transcendent Sphere" items. Wandering forward long enough will bring the party to a portal leading back up to Haven.

=-=-=-=-=-=-=-=-=-=

New Items (Equipment)

A shady NPC in Haven might be willing to part with some that he “found” for the right price…

Gnarled Root: A status Flourish with a Fair Chance of causing strong Poison. “A root-like object ripped up from the body of a strange, unknown creature. Spiral HQ would not recommend using it for cooking.” (Can be obtained by trading in 150 Suspicious Seeds.)

Transcendent Sphere: A unique shield that has moderate defense against all four damage types with no status resist, Health comparable to an “Omega Shell,” a penalty of “Movement Speed Decreased: Low,” and a bonus of universal “Charge Time Reduction: Medium.” “An odd, pulsating orb that shimmers and changes color when placed near a light source. Wonder what it’s made of?” (Can be obtained by trading in 150 Suspicious Seeds.)

=-=-=-=-=-=-=-=-=-=

New Items (Token)

Suspicious Seed: “A dangerous looking sprout that gives off an unsettling hum only when held.”

=-=-=-=-=-=-=-=-=-=

New Items (Costumes)

All event items are obtained from a new NPC in Haven named Nikolai, a questionable looking knight garbed in similar clothing to the Stranger outfits with vines and flowers sewn throughout. Curious...

Blooming Chromask: A dull green and tan Chroma Mask, covered in mini flowers and vines. It has a larger flower growing out of the top. All the flower petals are prismatic. (30 Suspicious Seeds)

Blooming Chromail: A dull green and tan Chroma Suit, covered in mini flowers and vines. It has a larger flower growing out of the top. All the flower petals are prismatic. (30 Suspicious Seeds)

Blooming Fur Cap: A dull green and tan Wolver Cap, covered in mini flowers and vines. It has a larger flower growing out of the top. All the flower petals are prismatic. (40 Suspicious Seeds)

Blooming Fur Coat: A dull green and tan Wolver Coat, covered in mini flowers and vines. It has a larger flower growing out of the top. All the flower petals are prismatic. (40 Suspicious Seeds)

Rust Bunny Mask: A helmet molded from a bunch of broken Rust Bunnies, complete with a pair of built-in ears. (50 Suspicious Seeds)

Rust Bunny Mail: An armor molded from a bunch of broken Rust Bunnies, complete with a built-in tail. (50 Suspicious Seeds)

=-=-=-=-=-=-=-=-=-=

If you made it this far, congratulations! Thanks for taking the time to read over everything. Feedback is much appreciated. Free cookies are available on the table to the left, only one per person. Don't try and take more than your share though. I keep track of the inventory.

=-=-=-=-=-=-=-=-=-=

Tweaks and Things

  • Tokens now also have a chance to drop from new treasure boxes on the treasure floor.
  • Boss gear drops are bad for your health; no more of that nonsense.
  • Reworked "Rust Bunny King" enemy into a miniboss battle with similar mechanics to Angoria.
  • Mechanic overhaul for Angoria fight involving damage and resistance before each phase. (Thank you, Fangel.)
  • Gave a better description of said mechanic; before it was more of a run-on sentence. Hopefully now it's more readable.
  • Added in proper depths for floor difficulty.
  • Minor change to the enemy spawns for "Vile Viaduct." I realized it had way more Freeze than Poison enemies.
Fri, 02/26/2016 - 16:36
#1
Fangel's picture
Fangel
<scrolls down through wall of text>

Novaster! Is that you!? What'd they do to your name?

Will edit this when I finish reading the post, I just wanted to make this joke.

EDIT: Alright read over the post. I would say first things first, either you have the healing ability for the boss or you have the damage invulnerability. Having both isn't a great way to go as it makes the thing less "fun". Additionally, invulnerability should be changed to "resistant" if it's going to span across more than one damage type. It's not fun to fight a boss that you have to sit out from fighting from if you didn't know how it worked, especially since the lead-up to the final area was composed of "bring elemental and piercing weapons" and has no notion of "if you only brought one damage type then TOO BAD".
Alternatively, the boss could gain resistances to the damage types it is receiving per wave. If you used blitz only for the first wave it would gain resistance to piercing, but if you brought a grim repeater it would be normally resistant to that until the next wave, where it would resist both shadow and piercing. If you continued to use blitz only for the first and second wave, the boss would gain a higher resistance to piercing damage.
However the boss cannot defend against normal damage, that that makes normal damage weapons very useful! Might want to save your specialized damage for the final wave to get full use out of it.

On top of that I'd say don't make the boss drop anything. Ever. Instead, have the treasure room boxes have the tokens added to their loot table, and potentially add these weapons as drops to that loot table as well (item drops are rare anyways).

I'd also change up some of the starting dialogue (dialogue is hard to write, I know...) to not mention specific weapons. A few other things as well but that's just something Three Rings can figure out.

Fri, 02/26/2016 - 17:05
#2
Ganzfeld-Effect's picture
Ganzfeld-Effect
Noted.

Right on, thank you for the feedback. Will touch up some things here and there and hopefully have it be more Spiral Knight-ish. I want to craft this into something believable, so critiques are valuable.

(Also props for the joke, you get a cookie of your choosing.)

Edit:

While I love the idea of it becoming progressively more and more resistant to the damage types, I'm not entirely sure how that would play out in a party full of people that may be using different damage types. That seems like it would fit better as a solo thing; it would be interesting to see though, a very good concept.

As for the dropping items bit, I wasn't entirely sure how to explain things that were meant to come from the body itself being in a treasure chest, let alone the seeds. However I feel it fits more to continue with that method than try and deviate too much which essentially makes it feel extremely out of place.

'Twas a tad bit too punishing and broke the feel/tradition of SK bosses. I've taken some things out and put some things in to try and balance it out a little more.

Sat, 02/27/2016 - 12:18
#3
Fangel's picture
Fangel
Ah

Feel free to add a "suggestion changelog" at the bottom or something so people such as myself can know what you've edited with the main post (i.e., nerfed phase 2 of boss) so I don't have to read over the whole thing again to tell 'ya what I think about the changes.

But I was more thinking, for the damage resistance, that the boss would become resistant to the special damage type that it received the most in the previous phase. I would say each phase grants a 25% resistance to said damage type, meaning if you only have piercing weapons in your team then you'll be dealing 75% less damage by the final phase. If you split between piercing, shadow, and elemental damage, then final phase would be 25% resistant to all specialized damage. If your team only uses normal damage for the first two phases then the boss will not* become resistant to any damage type.

To let the player know that the monster is getting resistance to damage types, I would say have a yellow shield, purple shield, and green shield visible at various points in time. These shields get outlined in bronze, silver, and gold depending on the level of resistance (25% for each level).

* made an edit. Said "now" before, which completely changes the meaning of what I was getting at.

Sat, 02/27/2016 - 11:35
#4
Abelisk's picture
Abelisk
+1

Read through all of it. So far I'm digging the fight, but I feel like there should only be 3 boss rounds instead of 4. Three resistances feels like too much but two is perfect.

Also, why is there not a gun or bomb as a reward?! Waaahh

Sat, 02/27/2016 - 11:51
#5
Vohtarak-Forum's picture
Vohtarak-Forum
you actually left out something

??? is not a real depth, its a label to hide depth numbers (other than shadow lairs)
example: och has ??? depths but if youre invited to a party/ compare weapon damage it is actually depths 24 (storming the walls) to 28 (boss), the aftermath floor is undetermined because it doesnt have many rads and there are no enemies to damage to find numbers

Sat, 02/27/2016 - 12:07
#6
Ganzfeld-Effect's picture
Ganzfeld-Effect
The tweaks continue

@Fangel: Aye, that would be a good idea. Sorry to make you go sifting through everything. I'll keep touching up some things here and there, really liking the resistance over time suggestion and the colored shields.

@Itsmeandersonlol: Perhaps so. There's really only four because I wanted the damage thing to cover three types at once, though I suppose it could start out as being resistant to something and be knocked down to three phases. As for the other two, I could always make a full set of gear for it minus armor.

@Vohtarak: Agreed, however since the areas for this are more just connected between portals and not actually above or below each other, I couldn't justify having numbered depths. Maybe the depth counter could go away for it instead, or something else similar?

Sat, 02/27/2016 - 12:28
#7
Fangel's picture
Fangel
On depths

Depths are a strange thing. While depths are numbered, they literally are just meant to show how dangerous the depth is. For example, in Dreams and Nightmares, you enter the core at depth 24 despite the terminal being at depth 29.

In terms of actual depths it could be 24-28 or something, but having depth ??? be the visual isn't a bad idea.

And I agree with the stages being 4 stages. Initially I was concerned about there being 4 stages because of the sort of "magic of threes" that I like to hold to, but after seeing the damage reduction/invulnerability mechanic the 4 stages made sense to me.

On a completely different note, the Rust Bunnies King enemies should have a "defense up" mechanic involved with them identical to the boss's one - ie, damage reduction to a damage type after receiving X amount of damage, up to 75%, complete with the 3 colored shields with outlines. This would subtly prepare players for the fight with the boss itself so they aren't outputting terrible damage all of a sudden. This would prevent the boss from having a "wtf-do-i-do" moment, and instead a "oh crud they have THAT on them" moment.

Sat, 02/27/2016 - 12:37
#8
Vohtarak-Forum's picture
Vohtarak-Forum
exactly what fangel said

it can be shown as ???, but you need to say what depth it really is

Sat, 02/27/2016 - 14:00
#9
Ganzfeld-Effect's picture
Ganzfeld-Effect
Woop woop

Updated some stuff. I think it's turning out sort of alright so far, thank you for your help and feedback everybody!

Sat, 02/27/2016 - 15:59
#10
Fangel's picture
Fangel
Dig the edits

Alright looks like a fight that's much less frustrating and instead is simply difficult. Addition to rust bunny kings to classify them as minibosses is also great - will make their fights a bit more impactful and most importantly make the boss' multi-shield ability catch the player off guard, but in a good way.

But looks like there's a typo on the shield description part. You put 25% for both white and no outline. Probably should be 50% for white.

Sat, 02/27/2016 - 15:02
#11
Ganzfeld-Effect's picture
Ganzfeld-Effect
Oops.

So I did, thank you. Fixed that right up. Do you think it could do with a matching gun and bomb, or stick with what's already there? Maybe there could also be prize boxes for Tokens as well, with a new theme of outfits/accessories.

Sat, 02/27/2016 - 15:45
#12
Abelisk's picture
Abelisk
;;;

Prize boxes would certainly be a good idea.
And I personally believe a gun + bomb would be necessary.

For the bloom gun, a non paywall Mixmaster-type gun (swirling leaves or petals for the projectiles)

And for the bomb, a 'Shield Bomb'. Basically a bomb that lasts as long as Vortex bombs, but pushes enemies away from a certain area while causing minor damage to enemies that touch the barrier. After the barrier is done though, it explodes. The thing is when the Shield Bomb explodes, enemies are sucked into the middle of where the bomb previously was, rather than thrown out like the Vortex bombs do.

Sat, 02/27/2016 - 16:02
#13
Ganzfeld-Effect's picture
Ganzfeld-Effect
@Itsmeandersonlol

For the gun: I'd love to have something like that available to grind for, and it hadn't even crossed my mind. I think it fits well, perhaps Poison instead of Shock?

For the bomb: It would definitely be interesting, and having it be a unique mechanic on something people can essentially get for free with enough work sits better with me than the whole Mixmaster deal. I'll see what I can do, thanks mate.

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