Dev Diary 3

Few Nights More

Few Nights More is a roguelike turn-based RPG based in a world where Vampire Lords seek to conquer lost territories and their place in the world. Design and defend your stronghold, slay your enemies with traps, fulfill your Lord’s true potential, slowly conquering what is rightfully yours.

Hello everyone, We have been working on a major content patch, and we wanted to share some details about it with you. The release date will be announced in the future! [h4]Lineage[/h4] [list] [*] We are adding six options for each school that players can choose from at the start of every run (in standard and infinity mode). The goal of this choice is to emphasize and sharpen out the current builds and make every skill much more viable, hence increasing the number of different new possible builds. [*] This feature becomes available once the player has defeated Act I on any character or school. [*] The player is given three options, two of which are lineage choices, and the third is decline and play standard. [*] The option you selected will be displayed as a passive buff both outside and inside combat, along with a new icon. [*] There will be six different lineages for each school; however, we wanted to show you two for each as an example: [list] [b]Blood[/b]: [*] Your AP regeneration per turn is reduced to three, but your maximum blood is permanently increased by ten at the end of the invasion. [*] Every time you crit, you gain 1 fortified and crystallize in combat. Start with -20% max HP. [b]Ferocity[/b]: [*] Every battle begins with 50% of your MaxHP, but you gain 5 strength every turn in combat. [*] Gain 5 fortified and thorns but lose 2 strength per combat turn. [b]Necromancy[/b]: [*] Decay is undispellable. [*] Necrolord no longer does aoe damage but gives 1 power to all minions per stack. [/list] [/list] [h4]New visitor events[/h4] [list] [*] There will be 15 new visitor events. With these new events, we wanted to add sharper decisions that have greater rewards and consequences that can affect even the builds you make. Most new events also scale with the infinity mode, which should help players who don't want to choose visitors after a certain number of nights. A few examples: [list] [*] Gain 1 stre and 1 int every night, lose 30% maxHP. [*] Merchant prices rise by 100%, but gain 5 power permanently. [*] Every night, you lose 10 maxHP but gain 15 int and 15 stre. [*] Double current strenght but lose 10% MaxHP. [/list] [/list] [h4]Perks[/h4] [list] [*] Perks will now have common, rare, and epic rarities. [/list] [h4]New Radiances[/h4] [list] [*] We are adding radiance 9–12. [/list] [h4]Traps Rework[/h4] [list] [*] We are working on a traps overhaul; more information on this will be available later. [/list] [h4]Balance[/h4] [list] [*] We read every piece of feedback on the general balance of the game. Currently, our main focus is on the difficulty balance of enemy hunters and fixing the issues with some veterans being way more dangerous than some bosses and having deadlier mechanics. We are not only adding new radiances but also reworking the difficulty on every level as well. This includes tweaking the hit counts, HP, and mechanics of bosses. The goal is to keep radiance 0 somewhat constant but increase the incrementing feeling of difficulty faster as the radiances increase. [*] [b]New enemy type: Elites[/b]. We decided to make elite versions of every normal hunter. This elite version can hit a higher number of times or even have completely new passives that add a new mechanic to them. [*] We noticed that, especially in higher difficulties, normal hunters feel like fodder no matter how much you increase their HP and attacks, so we believe this can add much more variety for later acts or for high radiances. Some examples of elite passives to come (these are subject to change and not certain yet): [list] [*] Elite Knight: Gives immunity for 1 turn to all allies on death. [*] Elite Priest: Heals all allies to max HP on death. [*] Elite Footman: Gain 2 blocks every turn. [*] Elite Mage: On death, silence two random vampire lord skills. [*] Elite Huntsman: Each attack causes one wound stack. [/list] [/list] [h4]Seduction Rework[/h4] [list] [*] The seduction tree has been reworked. The biggest change is that it can now increase the maximum usable trinket slot by 1. [/list] [h4]Bug fixes [/h4] [list] [*] There will be many bug fixes, as usual. [/list]