New Music
-5 new songs have been added to the game in various areas.
New Enemies
Spirit Crab:
-Ghost crab added to the game, can be found in later Cave levels.
Dark Prisoner:
-Specter prisoner enemy added to the game, can be found in later Temple levels.
Ruby:
-Base heal on damage rate increased from 15% to 17.5%
Fire Magic:
-All fire magic spells heal on hit.
-Flare activation time increased, damage increased from 100 to 120, cost
increased from 10 to 15
-Flame Wave activation time increased, duration reduced from 1 second to 0.75 seconds, cost increased from 15 to 20, damage increased from 135 to 155
-Flame Orb mana cost increased from 25 to 30
-Incinerate activation time increased slightly, cost increased from 15 to 20
-Inferno cost increased from 15 to 25
-Flame shot activation time increased
Kicks:
-Forceful Heel damage increased from 135 to 155
-Heavy Impact damage increased from 155 to 175
-Heavy Knee damage increased from 105 to 125
-Meteor Heel damage increased from 115 to 145
Whip:
-Backlash aftercast increased so that spamming it isn't viable, and it is only useful to finish or temporarily control enemies, opening up more viability for buffed fire magic
-Ruby Healing rework/addressing a problem with her playstyle
Ruby wasn't able to heal off of fire magic, forcing her to use whip attacks and kicks for most encounters to heal, this has been addressed
Lira:
-Spear Swipe damage increased from 115 to 135, y force reduced from 15 to 12, activation decreased by 20%
This attack is just currenty underpowered and needs addressed. It activates very slowly and is going to be getting a damage/activation buff. It also inflicts high Y force which would allow easy juggling, so this is being reduced as well.
-Hail Storm activation decrease by 20-30%, damage increase by 5 per proc
Hail Storm is pretty strong at the moment but it generally can't be used against aggressive enemies without kiting, and in most cases you're better off Deluge Stabbing or Ice Stomping a foe. I want Hail Storm's very high mana cost of 20 to be justified so it will now activate slightly faster and deals slightly more damage.
Ami:
-Increasing Max Health from 475 to 500
-Increasing kill to heal health returned from 35% to 40%
Quality of life buffs to Ami.
-Increasing the damage of Arcane Slash from 115 to 135
-Increasing the damage of Arcane Release from 225 to 275
Arcane Slash costs a lot of mana, and if you don't execute the timed attack, you more or less waste 1/3 of Ami's mana bar. It has been buffed to justify its high cost.
-Impale damage increased from 95 to 105
-Blade Release damage increased from 205 to 255
-Heel Kick damage increased from 195 to 205
-Repeating stab damage increased from 185 to 200
-Step Slash damage increased from 185 to 205
-Upstab damage increased from 195 to 200, stun duration increased from 0.225 to 0.25, stun magnitude increased from 200 to 225.
Now Slide Kick -> Upstab is a stun opener, while Impale -> Blade Release deals drastically more damage
Wind Spike rework:
-Wind Spike damage decreased from 145 to 70, now travels 25% slower and deals 70 damage every 0.5 seconds, x force reduced from 12 to 7, stagger magnitude reduced from 145 to 70
I'm actually pretty excited about this change, because I discovered a weird combo with Ami where you Wind Spike into Wind Step/Kick combo then do any chain as Wind Spike catches up to you. The new Wind Spike will basically deal more damage up front, as all DoT deal its initial damage then the over time damage at an interval, but it will also allow an Ami player to combo off of a Wind Spike, or keep an enemy being damaged by it.
Vanessa:
-Lunging Stab arcane damage increased from 25 to 45, base damage increased from 125 to 170, mana cost increased from 5 to 10, activation time decreased by ~20%
-Advancing slash stagger magnitude increased from 175 to 250, stagger duration increased from 0.2 to 0.25, mana cost increased from 10 to 12
Both of these attacks deal similar damage and function currently. I want each attack to have a unique function, so I'm making Advancing Slash a stun opener, and Lunging Stab a fast damaging dash stab. With this new change, Vanessa players can use either attack depending on which would be better in a situation. Lunging will be mostly used for quick entry/finishing, while Advancing will be used to start a combo, or open with a stun.
-Dash Slash arcane damage increased from 30 to 35, base damage increased from 95 to 115
This combo felt underwhelming so dash slash has been buffed slightly
-Arcane Diamond damages every 0.75 seconds and deals 25 damage a trigger, but its healing increases by the damage amount, so the first trigger heals for 25, then 50, 75,etc, allowing Vanessa to leech a lot of health. Its cost has been increased to 25 from 15 because of how powerful the healing at range can be.
Utility moves are neat
Umbra Boss:
-Changed the boss layout so that you start out a short distance from Umbra
-Added Dark Prisoner and Apostle spawns to give Umbra time to summon things.
-Updated Umbra spawns so that she spawns Dark Prisoners instead of Goo Girls, for a better boss fight cycle with more interaction
-Decreased the timer to spawn second stage enemies (Dark Prisoners)
-Initial Reformed One spawns at 25 seconds, subsequent spawns occur at 20
-Dark Prisoners spawn every 25 seconds when Umbra is below 50% HP
This is to address Ami's inability to heal without killing things, it is the same reason every boss spawns enemies in some way.
Seer Boss:
-Seer Health increased from 2500 to 4250
-Seer starts with two Dark Prisoners on either side of him
Enemy changes:
Ravager: Health increased from 550 to 600
Rock Horror: Health Increased from 650 to 800
Urchin: Health increased from 650 to 750, poise increased from 150 to 200, urchin damage increased from 25 to 35
Gore Giant: Poise increased from 425 to 650
Apostle: Poise increased from 275 to 325, Flay damage increased from 87 to 97, Poke Damage increased from 63 to 73. Switched the ranges at which apostle uses flay and poke, it will now poke close foes to push them back, and flay at range to prevent the player from closing distance.
Apostle could be safe spotted at point blank. this is no longer possible.
General Changes:
-Fixed an animation visual bug that caused the idle animation to play when moving after an attack, creating a weird looking transition from attack to idle to move animation, the move animation now correctly plays when moving immediately after an attack ends
-Fixed a bug that caused the music volume slider to not work properly
-Fixed some visual bugs, Temple level 5 has some layering issue where death pillars (pillars with mines on them) are behind walkable platforms instead of layered on top of. Temple Level 6 has layering issues with the lanterns and moving platforms near the skull ring as well.
-Improved wind object collision on caves 7 so that the wind jump can be made more consistently
In other news
I'm currently learning Zbrush/Maya/Substance Painter/UE4 to make 3D games. If all goes well my next game will be a 3D, 3rd person shooter with very fast movement and projectiles, if not, I'll make a few more small scale 2D games as I develop 3D skills.
I might be interested in making content addons for Apostasy outside of just patches/polishing, it really depends on if I can get the game more exposure, reviews, players, etc.
I'd love to hear what players think about the game or be informed of any balance issues, exploits, overpowered/underpowered enemies, attacks, etc.