Blue Rot Balancing, Combat
The Blue Rot overhaul continues, and today I resumed work on the face mask. I figured out a way to make the active benefits present 34% of the time, so I'll be testing that once other things are in place. I also added innoculation as a benefit if the player survives the full disease course (which is a small chance without the cure).
Part of the changes I discussed also involve the starting battle range. Since battle range often starts at 3 in crowded hexes (forests, ruins), cautious players trying to avoid the Rot are at a disadvantage. To help with this, I'm working on some changes to make starting range more strategic.
One of the things I'm going to attempt is to change the way hiding works. First of all, I've slightly bumped up the effects of hiding to be more effective. Also, it's long been requested that hiding stay active when moving, so I've changed things to make that the case. Movement costs more while hiding, but this way, players can move unnoticed more easily.
And one of the benefits I'm hoping for is that battle sneaking will be more useful, too. Since hiding is no longer removed when the player moves, this should allow players (and creatures!) to sneak for more turns before being noticed. And since that's the case, I thought I'd look into sneak attacks.
Sneak attacks previously only mattered if the target was sleeping/unconscious. Now, however, I've changed attacks to always hit and be more devastating against unaware targets. It's not quite as powerful as a coup de grace against a sleeping target, but it's close.
The net result here should hopefully be more options available to combatants for both avoiding and engaging targets. And Monday, I'll continue looking into ways to adjust starting ranges based on hiding and awareness.
Hope everyone has a good weekend!