What changed
0 fixes2 additions4 changes0 removals
addedPlayer HealthInstead of having an HP bar with 100 health, you now have 5 lives . Losing a regular combat costs 1 life, and losing a boss fight costs 2 lives! I made this change because it makes the win/lose conditions much easier to understand.
changedPlayer HealthThis also means that all rerolls now cost gold instead of HP. I really like this change because previously rerolling was almost always the “right” option since it technically cost nothing. Now you have to think twice, as you’re sacrificing power by potentially not being able to afford items in the shop.
changedFood ConsumablesInstead of waiting a set number of rounds before feeding a unit again, food now stays on cooldown until you fight a boss. Previously, you had to use food consumables immediately after getting them to start the cooldown timer, which made buying food in the shop suboptimal. Tracking which units had already eaten was also a nightmare.
changedRelicsRelics took some collateral damage, and almost half of them stopped making sense with these changes for example, relics that healed at the end of combat. Because of this, I had to replace them.
changedRelicsIf you miss the old relics, they will probably return in the form of meta-progression. You would equip them at the start of a run, which also solves issues like seeing an “economy” relic in stage 3. However, this system will take a lot of effort to implement, so don’t expect it anytime soon.
addedMisc ChangesAll spells can now critically strike; spell crit is no longer a separate stat.
Lucha Chess changes
addedInstead of having an HP bar with 100 health, you now have 5 lives . Losing a regular combat costs 1 life, and losing a boss fight costs 2 lives! I made this change because it makes the win/lose conditions much easier to understand.
changedThis also means that all rerolls now cost gold instead of HP. I really like this change because previously rerolling was almost always the “right” option since it technically cost nothing. Now you have to think twice, as you’re sacrificing power by potentially not being able to afford items in the shop.
changedInstead of waiting a set number of rounds before feeding a unit again, food now stays on cooldown until you fight a boss. Previously, you had to use food consumables immediately after getting them to start the cooldown timer, which made buying food in the shop suboptimal. Tracking which units had already eaten was also a nightmare.
changedRelics took some collateral damage, and almost half of them stopped making sense with these changes for example, relics that healed at the end of combat. Because of this, I had to replace them.
changedIf you miss the old relics, they will probably return in the form of meta-progression. You would equip them at the start of a run, which also solves issues like seeing an “economy” relic in stage 3. However, this system will take a lot of effort to implement, so don’t expect it anytime soon.
Hi! I’m back with a small update as I prepare for Steam Next Fest!
With this update, I tried to improve many of the existing systems based on feedback, while also adjusting things to support future updates.
Player Health
Instead of having an HP bar with 100 health, you now have 5 lives. Losing a regular combat costs 1 life, and losing a boss fight costs 2 lives! I made this change because it makes the win/lose conditions much easier to understand.
This also means that all rerolls now cost gold instead of HP. I really like this change because previously rerolling was almost always the “right” option since it technically cost nothing. Now you have to think twice, as you’re sacrificing power by potentially not being able to afford items in the shop.
Food Consumables
Instead of waiting a set number of rounds before feeding a unit again, food now stays on cooldown until you fight a boss. Previously, you had to use food consumables immediately after getting them to start the cooldown timer, which made buying food in the shop suboptimal. Tracking which units had already eaten was also a nightmare.
Relics
Relics took some collateral damage, and almost half of them stopped making sense with these changes for example, relics that healed at the end of combat. Because of this, I had to replace them.
Relics are now more straightforward, you choose one stat to give to your entire team. I still think this is quite interesting!
If you miss the old relics, they will probably return in the form of meta-progression. You would equip them at the start of a run, which also solves issues like seeing an “economy” relic in stage 3. However, this system will take a lot of effort to implement, so don’t expect it anytime soon.
Misc Changes
Talents are now written in a more Dota 2–style format, which I think improves readability.
All spells can now critically strike; spell crit is no longer a separate stat.
Dodge can go up to 100%, but it only applies to attacks.
Some items and talents received changes to adjust to these updates.