Encounter Testing, New Creatures, Retreat Changes
Today was a pretty active day, covering several areas of development.
It started out much like the past few days, testing and bug fixing the new encounters. After a few more run-throughs, it seems like the encounters are behaving as they should. So I think they should be ready to go. There's one art change I may want to make, but I can survive without it. We'll see how things go next week.
I also decided to add two new creatures to the game. So in the next build, you'll be seeing some new faces around the map.
Players who have followed NEO Scavenger lore closely will probably recognize one or both of these from mentions elsewhere. Some may have even encountered one of them face-to-face. But if not, don't worry. You'll be seeing more of them soon :)
Adding these new creatures gave me a chance to add some new combat moves specific to each. Both of these will have slightly different strategies and abilities than the existing creatures, so it'll be interesting to see how they play with others.
I also decided to try changing the combat retreat mechanics slightly.
One situation which many of you will have run into is combat with multiple opponents. Tough guys may not mind these fights much, as they can often take out some of the opposition in order to level the playing field. And athletic characters can use their sprint ability to outrun everyone at once.
However, characters designed to avoid combat are in a real pickle if they get caught by two or more opponents. The way retreat/falling back works right now, you can only increase range from one target at a time. So if you're trying to escape a battle against two opponents that are both after you, you're pretty much stuck. And this can be pretty frustrating.
So what I'm going to try is making all the "run away" options increase range from all opponents at once, instead of just the current target. The range changes will remain the same, but they'll apply to all targets.
This way, the success will be more about who is most sure-footed and has the most endurance, rather than having no option but to fight. Players will be able to run from groups, and should remain just out of melee range as long as they don't trip or a pursuer doesn't get a lucky extra speed boost. I think this is preferable to futilely running from one enemy, switching to the other, running, and losing ground to the first, etc.
Athletic characters needed a change, as a result. Their special ability was to sprint from everyone in the battle at once. And now, that's a normal person's ability. Instead, their special ability works as before, plus one extra range band. So they escape 3-4 range bands when sprinting, instead of the usual 2-3. Basically, they can outrun non-athletic groups provided they have the energy, no crippling injuries, and don't trip.
I think this will be a welcome change for most. But we'll have to see in practice.
Out of Office on Monday
I'll be away on Monday for the long weekend, so I won't be back until Tuesday. I'll keep an eye out for any major issues, as usual, so email me if there are any login issues, order issues, etc, and I'll get back to you asap.
Have a good weekend, all. And see you Tuesday!