Developer Comment
I am preparing for some major changes with how the Lucid Dream gamemode works. I want it to be a sort of "create your own challenges" mode. Currently it is very basic. These are a few of the changes I had in mind:
- Changes to how the scenario "intensity" is calculated. I want it to be an accurate representation of how much willpower is needed to beat the scenario.
- More customization available early on in Lucid Dream mode. I want this gamemode to enable creativity and to let players try new things to help them learn how to better beat Vision Quest scenarios.
- More control over enemy stats (spawn delay, spawn count, move speed, etc.). But I think this might be too much control. I still want the Lucid Dream scenarios to be challenging. If I give too much control, the player could make the scenario too easy.
Changelog
New features:
* reworked experience gained from victory and defeat (victories reward much more based on difficulty, and defeats don't reward much at all)
* removed bonus exp gain from custom difficulty (it still gives the base x8 gain)
Polish:
* renamed "skill level" to "willpower"
* renamed "suggested skill" to "intensity"
* changed some of the words on the profile information progress bars
Balance:
* increased the boss damage on vision 3 by 2
* increased the delay before wave 6 on vision 6b
Bug fixes:
* fixed lucid dream victories not unlocking modifiers at the intended pace
