September UPDATE - Optimization and balance changes
Good day everyone!
After my recent post about minion ai, i decided to upload a new build which contains an optimization pass, various balance changes, audio and visual improvements.
As for the gameplay changes, i made enemies able to avoid each other, so they won't line up like ducks anymore. Since the game became faster over the years of development, Mutant enemies felt a bit outdated on what they can do, so as a first step i've increased their HP which means they will more likely get to you before you can take them down.
I was also quite unhappy about how easily you can ramp up your damage on various high tick rate spells by adding flat damage from your gear, so i penalized this bonus, and while you still get full benefit of their secondary effects the flat damage they receive will only work at 10% effectiveness. These skills are Chakram, Starfall, Frost Orb and every version of triggered novas.
In the other hand, ignite can stack now, gaining a maximum of 10 damage per second per stack, up to 10 stacks. This is to make weapons with low fire damage more useful. As a part of this change, chill will also get a maximum of 10% effectiveness per stack, and it is also limited to 10 stacks per enemy, for a maximum of 95% effectiveness.
I also wanted to encourage players using their scraps to improve their items, so i lowered the disenchant cost of the upgrade station, upgrades still cost as much as before, but at least it won't be as costy to try again with a failed enchant.
Small chests got a buff too, they'll drop weapons and jewelry more likely than other sources.
Thats it for now, you can read the full list of changes below.
Until next time!
- General optimization pass.
- Enemy collision avoidance.
- Sewers monster density increased.
- Small chests can drop weapons and jewelry more often.
- Mutants HP was increased (including all variants).
- The Caretaker got his resistances, movement and attack speed increased.
- Implemented effectiveness of added damage, and it is penalized by skill damage frequency, and number of fragments if it's cast as a nova.
- Ignite can stack.
- All stackable sfx has a maximum of 10 stacks. Damage over time effects will increase by a maximum of 10 damage per stack, and chill effectiveness will increase by a maximum of 10% per stack.
- Disenchant cost got reduced.
- Warehouse combat OST overhaul.
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Alterworld
Looter-shooter with randomized levels
Status | In development |
Author | Alternalo |
Genre | Action, Role Playing |
Tags | 3D, Dark, First-Person, FPS, looter-shooter, Magic, Singleplayer |
Languages | English |
More posts
- An early build53 days ago
- October build HOTFIX70 days ago
- October UPDATE - Improved enemies and game balance72 days ago
- Let's talk about minion AI99 days ago
- Shared stash and optimizationsJul 04, 2024
- New build and plenty of new featuresJun 07, 2024
- It's dangerous to go alone...May 21, 2024
- New release, visual improvements, bug fixes and balanceApr 02, 2024
- Baby steps towards a more polished gameFeb 09, 2024
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