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Status Conditions Changes

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Fri, 09/04/2026 - 15:49
Looney-Sk

I think it would be nice to make some changes to how some of the status conditions work, mainly to balance them out and make new strategies involving other status conditions more viable. Below are some ideas I had for each status condition. The goal was to keep the main idea of what each status condition does while also expanding how the player can work around them for their favor. If something doesn't make much sense, please ask questions and I will gladly clarify. Also, if you have any criticisms of my ideas, please share your thoughts!

Fire:
- Damage taken from touching allies inflicts the fire status on those who don't already have the status inflicted, should a new entity be set on fire this way, the duration is reset. (Mechanics also happen towards enemies). Now deals elemental or shadow damage should the weapon used to inflict the status be aligned with elemental or shadow damage. (Prioritizes the damage type that would be more effective should the weapon have both elemental and shadow damage)

Freeze:
- Breaking free from freeze through means of outside damage inflicts the same instance of damage should the frozen target get out of freezing when the duration ends. This instance of damage is stronger than the current damage it deals. Reapplication of the freeze status will still have the damage instance of the freeze block breaking before being frozen again. Now deals shadow or piercing damage should the weapon used to inflict the status be aligned with piercing or shadow damage. (Prioritizes the damage type that would be more effective should the weapon have both piercing and shadow damage)

Shock:
- New shock animations for every enemy that doesn't currently have one should they be inflicted with the shock status to indicate the interruption playstyle. Attacks that get interrupted by enemies through the shock status will no longer be carried out. (Hitboxes will be removed when a shock interruption occurs) Now does purely elemental damage per shock interruption regardless of the damage the weapon used to inflict shock is aligned to.

Stun:
- New screen animation that creates 3 layers of the screen moving about and slowly gets back to normal to imitate a more dazed effect. Directional inputs are reversed. Up goes down, left goes right, vice versa. Enemies inflicted with stun will also attack and move the opposite of their intended movement.

Poison:
- Attempting to use health capsules will now damage the knight attempting to use it and spread poison to nearby knights. Healing done by enemies onto a poisoned enemy will have the same spreading affect. (Walking over a heart will not damage the player and remain unable to be picked up while poisoned. Damage bonus remains unchanged.)

Cursed:
- Cursed now is guaranteed to be on every weapon when proced on a knight. Curse cannot bring knights lower than 1% HP. Damage inflicted through curse is purely shadow damage. Attacks done by enemies that are cursed will also damage other enemies should they be in the area (hitbox) of the attack. Enemies' attacks done onto other enemies will be considered the damage type of the faction.

Sleep:
- Should an entity afflicted with sleep be attacked while sleeping, they will undergo being stunned and no longer be asleep. Should an entity not get hit for the duration of being asleep, they will heal some damage just like normal. +New sleeping animations for enemies.

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