Full notes
Full Siphonogore update
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Repeated intro
Hey folks, big one this time around, with a bit of news at the end.
What changed
- Gameplay
- Balance
- Events
Overview:
Updated the Manglerfish Fight
Updated Hypertensive Crisis, Palpitate and Heart Burn
Updated Encounter art and writing
Updates regarding Fests and the roadmap
Updated the Manglerfish Fight: Manglerfish
- Cast AwayUpdated to deal 8% damage to self
Tailbone
Added Move: Coil The Spine - Self targeting Effect that reduces Fatigue by 2 and Mutates the target
Updated behavior to require being mutated to use Thrash
Updated behavior to attack in a cycle instead of random choice
Increased Trauma Damage from 40 to 50
Reduced Impale Scaling slightly
The Manglerfish fight seemed to have a difficult route to follow - killing Allure was never actually useful and the boosted defense from Manglerfish's Submerge lead to a very hard-to-punish character, Tailbone also had the issue of just dealing a ton of damage outright without much in the way of counterplay. Adding in a % damage rate gives Cast Away a finite cost and rewards killing Allure. Adding Coil The Spine gives the player a moment to counter the thrash, while still being open for the debuffs from Impale.
Updated Hypertensive Crisis, Palpitate and Heart Burn Hypertensive Crisis
Reduced Ichor Buff scaling from 15% each level to 12% each level
Palpitate
Removed Healing scaling from levels
Reduced Base scaling slightly
Added Regeneration: 6 HP per action for 1 action
Updated Levels to increase number of turns regeneration applied for by 1 each level
Heart Burn
Changed Regeneration Turn Duration from 4 turns to 3 turns
Hypertensive Crisis is what I wanted it to be - an enabler for other healing moves, however at 15% each level the scaling became very strong, to the point it felt like there was no reason to not use it. Palpitate continued to become a difficulty as well from this, as later levels with better and better scaling led to healing that would sometimes reach over 100. Reducing the Ichor boost to be a little less intense should help that issue, additionally Palpitate now heals more at a base line, but less with extremely high Ichor, allowing it to fit into a sort of "middle road" niche - Heart Burn still is best for low-Ichor healing, though I reduced the healing by 1 turn to make it more combat-viable. Other moves like Martyrdom or Hypertrophy fit the niche of high-ichor better now.
Updated Encounter art and writing
All Encounter loot icons have been updated.
All screens for the Chambers Encounter have been created and added.
Worked on making the writing and visuals of the Chambers Encounter more cohesive.
Updates regarding Fests and the roadmap So a bit of bad news - With September right around the corner, I'm realizing there's no way I'll be hitting the October set of fests/events. Currently to get the Demo ready, I would need at least 1-2 more fights, 1 more encounter, and then the First Act Boss fight/encounter, as well as an update to character art and some background art additions. With life being all it is, and the development times for all those exceeding the time I have left, I don't see a possible way to get all that done within a month and a half's time without burning myself out and neglecting practically everything and everyone else - even then I might not hit the mark. Instead of potentially rushing out something and making a bad Demo for the world to see, I'll be delaying the demo release to the end of the year - sometime either by late December or early January Siphonogore will have a good and proper Demo. The Playtest will remain open. Sorry for the delays, folks, and thanks for understanding.
Source
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