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Steam News30 August 20241y ago

Playtest Version 0.2.2 Notes

Hey folks, big one this time around, with a bit of news at the end. Overview: Updated the Manglerfish Fight Updated Hypertensive Crisis, Palpitate and Heart Burn Updated Encounter art and writing Updates regarding Fests

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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

0 fixes4 additions18 changes1 removal
  • Gameplay
  • Balance
  • Events
changedUpdated the Manglerfish Fight
changedUpdated Hypertensive Crisis, Palpitate and Heart Burn
changedUpdated Encounter art and writing
changedUpdated the Manglerfish Fight: Manglerfish
changedCast Away: Updated to deal 8% damage to self
addedAdded Move: Coil The Spine - Self targeting Effect that reduces Fatigue by 2 and Mutates the target
Trauma Damage4050Trauma Damage increased, buff

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

Steam News / 30 August 2024

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