Frost Slimes
Frost slimes now have more prototype abilities:
- Gelatinous Resonance (AoE buff, increases defense and offensive power for slime forms)
- Icicle Barrage (ranged physical piercing attack, multiple rounds, powered by water magic)
- Frost Ring (melee water magic AoE attack)
- Frost Bolt (ranged water magic attack)
- Condensation (over-time healing)
- Pseudopod Smash (melee physical blunt attack)
- Pseudopod Slash (melee physical slashing attack)
I added their growth as well: Frostblight. It increases ambient water mana per level, and decreases fire.
I’m also experimenting with secondary mana effects (increasing earth mana, reducing life, though that may change). I had originally considered giving frost slimes secondary acid attacks, but their physical and water kit seems good enough right now.
I also did a first pass at populating the map with slimes and growths of various levels.
Shadow Rats
Shadow Rats now have the following types:
- King (the boss)
- Skulker (assassin)
- Slinker (swarm/scout)
- Caller (healer)
- Infuser (debuffer)
- Gnasher (heavy)
- Wielder (mage)
They also have the following prototype abilities:
- Bite (melee physical piercing)
- Claw (melee physical slashing
- Shroud (stealth, based on ambient dark mana)
- Wrath of Shadows (AoE buff, increases accuracy and dark magic power)
- Spite of Shadows (AoE debuff, decreases accuracy, detection, and perception)
- Shadow Bolt (ranged dark damage)
- Shadow Lance (ranged piercing damage, powered by dark ambience)
- Shadow Stab (melee piercing damage, powered by dark ambience)
- Shadow Wave (melee AoE dark attack)
- Evershroud (direct, single-target heal)
I updated their growth as well: Shadowthorn. It increases ambient dark mana per level, and decreases light. I’m also experimenting with secondary mana effects (increasing death mana, reducing life).
I also did a first pass at populating the map with rats and growths of various levels.
Scavengers
These are the player’s allies, and I added some more types:
- Soldier
- Medic
- Ranger (stealth)
- Fire Mage
- Scavenger (kitted out to scavenge as well as fight, a rogue-type)
I outfitted them with various combinations of heavy/medium/light armor/boots/gloves/helmets. These boost stats like physical resists, accuracy, detection, hit difficulty, critical difficulty, and terrain skill. Light armor tends to accuracy and hit difficulty, while heavy tends to resists and critical difficulty. Heavy also tends to have higher stats.
For primary weapons, the Soldier gets an automatic rifle, the Medic gets a Rod of Biomancy (boosts life magic, has a basic physical blunt attack), the Ranger gets a crossbow (has a silent ranged attack), the Fire Mage gets a Rod of Pyromancy (boosts fire magic, has a basic physical blunt attack), and the Scavenger gets a chainsword (powered attack, boosts scavenging).
They all get combat knives as their sidearm, for now (basic slash attack), and I added some basic consumables to their inventory (field rations, ammo).
Each type also gets its own path (which the player will be able to follow, if desired). The path of Fire Magic, for instance, can be invested with fire mana, death mana, or life mana. Fire investiture increases normal fire stats and capabilities, while death increases the power of fire debuffs and damage over time, and life increases the power of fire buffs. (That’s an experiment, we’ll see how it works in practice.)
Note that each magic type has its own set of buff/debuff boost stats (including duration and stacks).
Interface Changes
I added dialogs for conditions, and improved the dialogs for stats, monsters, and system users. Modal dialogs now stack (making navigating information screens easier).
Player status:

Condition info:

Stat info:

