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Artist of griftlands11/19/2022 ![]() NPCs now have consistent HP values, and we've gone through them all and re-assessed their combat strength as seen by the enemy encounter creator. This made reasoning about the difficulty of a given fight quite difficult, and frankly wasn't necessary any more, as we have added many new enemy types since that system was first implemented. Previously the game used a bit of auto-balancing to adjust enemy health values depending upon when in a run you meet them. This should push your deck completion out a bit, and force you to make difficult decisions later in your run. Sal was getting too many draft opportunities early in her runs, so we reduced the number of encounters on some of her early days. The goal is to provide a nice, smoothly escalating challenge, rather than a plateau with a brick wall at the end. Kashio was left the same, and the Flead Queen's chitinous levels were dropped at lower prestiges. The exceptions where the Flead Queen, and Kashio. Most Rook and Sal bosses got specific changes to make them more difficult - more health, more damage, different numbers. We've adjusted a lot of small things that should work together to smooth out the curve, training players to build better decks before getting to the end of the story. Player reports and data were showing us that most of the bosses were too easy, except for Kashio, who was surprising a lot of players with a big difficulty jump.
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