In the next version, you will find a new dungeon - "Goblin's Lair." This replaces the current "Hard" dungeon. This dungeon have exclusively goblin enemies. Unfortunately, I haven't got the time to upgrade the environment yet, so it will look the same as existing dungeon. However, it have a couple new features that is worth pointing out. But first, some features:
The UI bars are upgraded to show the status effects as icons below. The yellow numbers are the duration left in seconds for that particular effect. If no numbers are shown, that means the duration exceeds 30 seconds.
Here is a sample of status effects:
- Regeneration I
- - restores 1.5% of total HP per sec
- Vigor I
- - decreases stamina cost by 25%
- Guts I
- - increases damage taken by 25%
- - increases deflection by 5
- Swift I
- - increases damage taken by 25%
- - increases movement speed by 10%
- Seduced
- - forced to move toward and then grab foe
- Ecstatic
- - heat (pink bar) no longer regenerates
- - increases lewd damage dealt and received by 33%
- Tired
- - increases stamina cost of all actions by 33%
- Slowed
- - movement speed is reduced by 50%
- - action speed is reduced by 33%
- Weakened
- - stamina regenerates rate is reduced by 75%
For the buffs, visit Ms alchemist and she will have potions that grants those effect. Currently, the effects last for 180 seconds each.
The second nice feature is the Command and Ability tab under the character screen. In here you can pick and choose what skills/command you want on the hotbar. This means, that the first two slots are no longer locked and you can freely arrange the hotbar as you see fit. (I know, I know, suggestions on having bigger/multiple hotbars are coming - its certainly a feature I am very keen on implementing.)
Now onwards to the Goblin Lair itself. First, lets give a brief overview of the Goblin enemies:
Goblin Fodder - fragile troops that have the "Lunge" ability to quickly closes gaps with enemies. Basic goblin infantry, weak individually.
Goblin Infantry - stronger version of Goblin Fodder, slightly tougher and just as fast. Retains the "Lunge" ability.
Goblin Shock Troops - Tough (for a goblin) front line infantry. Sturdy and can take a beating. No longer "Lunges" but hard to interrupt.
Goblin RaidLeader - This is meant to be a "leadership" unit. That doesn't mean much right now but eventually it will come to play with formations and squad tactics. Currently serves as final obstacle to the next floor. (There is no true Boss yet)
Goblin Grappler - specialized unit. Have "Pounce" ability (same as Ludas) and can initiate grabs from range. Can be dangerous. Very weak combat ability.
Goblin Sappers - specialized unit. Plants Traps (more about that later). Thought about giving them a blowgun that poisons and make it very evasively, but decided that may be too much. Perhaps as a unit further down the upgrade tree?
Goblin Shaman - ranged support. Casts "Curses" from range. "Curses" are homing ranged projectiles that deals lowish amount of damage, but inflict various negative status effects.
Now, as for the new mechanics for "Goblin Lair":
a) Enemies, once aggroed, no longer returns to their spawn location.
b) There are "Reinforcements" on a timer. Once spawned, the wave will chase the player's group until either is defeated.
c) There are traps scattered about.
(There are other things I want to do to make dungeons more interesting but that will require a more advanced dungeon generation system that will be implemented later)
Originally, the traps were basically mines - you step on a trap, bad things happen. But with some testing, that is not a very fun mechanic. Instead, I want to give the player some possible counter play against traps. So I decided to rework the traps completely. (And that's one of the reasons why the patch isn't here yet). Here are the ideas so far:
Pressure Traps - spike impale from the ground, damaging and possibly inflicting status effects on whoever step on it. The difference between this and "Mines" is that the pressure trap only activates when you step outside the trap rather than activate when stepping on it. So it is possible "dodge" outside the traps but you have to be on your toes ;).
Tripwires - this is a simple trap that activates only if you run over it and trips you over. Walking over it is fine though.
Gas traps - this type of traps activates when stepping onto them. It will then release a cloud of gas that takes some time before they take effect. The gas inflicts various status effects.
Unfortunately, there were rather a lot of new features and not everything is working 100% yet, and it is near the end of month. By the look of things, the patch may or may not land in this month. So either the build will be ready near the very end of this month or very beginnings of next month.