![]() ![]() This change puts a lot more power into the effects themselves, gives the book a bunch of new unique mechanics, and better lets me balance the effects within the context of the book. If a scroll has been fed to the book, its effect will be enhanced when it is triggered by the book.Charges now scales from 2 to 6, and charge speed scales less with upgrades.Even if upgrading the book was worthwhile, it’s just not that interesting at the moment, as all the gameplay it offers is basically just a duplication of existing scroll effects.Īn ideal balance change, then, would be one which takes power away from the books recharging and puts it into something new and interesting: Changes: Most players don’t see the extra charges as being worthwhile for the effort of upgrading it. The book scales from being top-tier early on to being a bit below middle of the pack later on, but it is consistently upgraded the least out of all artifacts. The Unstable Spellbook is fairly well balanced in terms of winrate, but it’s failing in one very specific way: Nobody upgrades it. When activated, instantly triggers a random scroll effect.Scales from 3 to 8 max charges, charges much faster when upgraded.Upgrades by being fed one of two specific scrolls, to a max of +10, no duplicate scrolls.After around level 24 though the percent health catches up with the original flat boost, meaning the ring’s stats are largely unaffected when used in the endgame. Max HP boost changed from a flat +5 per level, to +3.5% per levelīy changing to a percent health boost, the bonus HP because much weaker in the earlygame, which should help pull back the Ring of Might’s dominance there. ![]() A flat +5 max HP is most valuable in the earlygame, just like the strength, so altering it provides a nice opportunity to only hit the ring where it is most powerful. There is another balance knob to tweak however: the health. The major appeal of the ring is that it lets the player somewhat cheat the current strength system, and I would rather remove the ring entirely than nerf that away. The most obvious solution is to reduce the strength benefit, but I really want to avoid doing that. At the later stages of the game it is just barely ahead of other top tier rings, but at earlier stages like the prison it is massively better than any other ring. However, since 0.4.0’s changes to strength requirements, the ring has become much stronger. The Ring of Might was originally added back in 0.2.0, and back then it was fairly underpowered. If certain items aren’t fun, are too weak to justify using, or are so strong they overshadow other items, that’s when I want to make changes. Shattered is at its best when you have a variety of interesting item choices available to you. My goal isn’t to have all items be perfectly equal in power, but rather I want to ensure all items are reasonably balanced and fun to use. In this first part, I’m going to focus on three items that I’m changing in 0.6.1 and explain the thinking behind those changes.Ī couple things to note regarding why I change items before we get started though. Instead 0.6.1 is focusing on improvements to rings and artifacts, a few general balance/design changes, and improvements to the new player experience. Unlike 0.6.0 I’m not planning on making any huge overhauls to core game systems. Hey everyone, I’m hard at work on 0.6.1 and thought I’d start sharing a bit of what’s coming. What’s coming in Shattered Pixel Dungeon v0.6.1 pt.1
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