[h3]Character Evolutions[/h3]
In our early demo "Omen" we had enemies that, as the run progressed, their sprites started to change to a more exaggerated version. We wanted to bring that concept back, but in a way that would also affect player characters.
So, for our sixth monthly update we added "evolutions" for lvl 3 characters, starting with the player characters. Now an evolution animation will play before lvling up a character to lvl 3, with the character changing their sprites to their evolved version after the lvl up.
[url={STEAM_CLAN_IMAGE}/43885588/7cb6f05c2fdc22ac6ad53bf7ccecf4728e9f66b3.gif][img]{STEAM_CLAN_IMAGE}/43885588/7cb6f05c2fdc22ac6ad53bf7ccecf4728e9f66b3.gif[/img][/url]
[h3]Stats Visual Effects[/h3]
We have a lot of stats in Underboard, with plans for much more in the future. We want each stat to feel good to use, both mecanically and visually.
It feels bad when you can't tell if a stat is doing something, so we think a lot about how to communicate that. We tend to group stats by mechanical use and present each group in a visually different way, so we decided to add new ways of communicating some stats.
A "trigger effect" will now appear for some stats that trigger on an event, making their occurrance easier to notice.
This applies for: Dodge Chance, Counter Chance, Block Chance and Thorns.
[url={STEAM_CLAN_IMAGE}/43885588/e194a4adf28442b2eed1fecd514f7c160b5bd629.gif][img]{STEAM_CLAN_IMAGE}/43885588/e194a4adf28442b2eed1fecd514f7c160b5bd629.gif[/img][/url]
An "orbit effect" will now orbit characters possessing some stats that track counters, making their presence easier to notice.
This applies for: Suppression Charges, Energy Reserve, Barrier, Skill Combo (at max), Energy Charges, Prevention and Focus.
[url={STEAM_CLAN_IMAGE}/43885588/898cd64a5e90f36f38694d9e7a28cfff73eb25d5.gif][img]{STEAM_CLAN_IMAGE}/43885588/898cd64a5e90f36f38694d9e7a28cfff73eb25d5.gif[/img][/url]
[h3]Map Changes[/h3]
Our goal for Maps is to present options for players so that they can plan ahead and manage the level of risk in their runs. A lot of the following changes are aimed to smooth out the biggest difficulty spikes, so that runs provide a more consistent level of challenge.
[list]
[*]Maps always have Traits from a single Attribute now (from random ones).
[*]Enemy teams spawn mostly enemy types that have the Attribute of their Map Traits (from random enemies).
[*]Map Traits are always the highest Traits in enemy teams now (from just being present).
[*]Map Boss always have at least a single Map Trait now (from no minimum).
[*]Map layouts generate multiple interconnected small paths now (from randomly expanding outwards).
[*]Character rewards spawn in an even distribution across Maps now (from a random distribution). This sets a maximum amount of areas between the Map spawn and the first Character reward of 3 now (from no maximum).
[/list]
[url={STEAM_CLAN_IMAGE}/43885588/eb494f717092c5a1395ca8569b1554ccedb4426b.gif][img]{STEAM_CLAN_IMAGE}/43885588/eb494f717092c5a1395ca8569b1554ccedb4426b.gif[/img][/url]
[h3]Character Changes[/h3]
[list]
[*]Rebel: Assault skill now deals a Skill Hit instead of applying Bleed.
[*]Football Player: Crash skill now applies Bleed instead of dealing a Skill Hit.
[*]Scout: Treat skill now shoots 1 less projectile.
[*]Enemy boss: Poison skill now has -20% power scaling.
[*]Muertocho: Chill skill now has -1 AoE radius, but +20% power scaling.
[*]Muertocho: Bleed skill now targets a single enemy, affecting adjacent enemies at lvl 3. It also deals a Skill Hit instead of applying Bleed.
[*]Cacnelito: AoE skill now applies Bleed instead of dealing a Skill Hit.
[/list]