Greetings Necromancers,
Boss Battles have arrived at the Citadel! This latest update has a slew of changes:
Night 2 and Night 3 have new maps, with additional fights.
HP totals have been reduced across the board for reanimated Monsters. This combined with the new night maps should have the difficulty right where we want it, and you'll need to select your team for each Battle very carefully to conserve HP. Please let us know your thoughts!
A Boss Battle has been added to the end of Night 3. This fight is quite difficult, so try and save your best team for it if you can!
The following Monsters have also seen Move changes:
Aviken
Offensive Inquiry now costs 1 (down from 2)
Defensive Inquiry now costs 1 (down from 2)
Strategic Inquiry now costs 1 (down from 2)
The longer nights make taking Damage early more dangerous, and gives you less time to set up. As such, we decided to make the Inquiry Moves cost a little less so you can set up with Aviken repeatedly without it dying.
Crochop
Hopscotch bug fixed
Intense Glare now costs 1 (down from 2), and is now Defensive (was Strategic)
Hopscotch was considered to have been played on the new turn you take, instead of the previous turn when you actually used it. This bug has been fixed. Dazed has also become worse now that Damage matters more, so Intense Glare received a buff. We will be monitoring other Dazed Moves closely and making additional changes if necessary.
Dolphedic
Healing Touch now restores 12 HP (was 15)
Conversely, restoring HP has gotten much better. Both Dolphedic and Pengilla also suffer from poor play patterns, so there's a good chance both will be reworked in the near future.
Eaglin
Precision Strike now deals 10 Damage (was 15)
Iron Resolve now gives 10 Block (was 15)
Eaglin was proving to be too strong in our testing, providing not only free sources of Damage and Block but multiple Moves in a turn + learning synergies. Both of the Moves it teaches have been nerfed as a result.
Eyetric
Combo Barrage now deals 3 Damage for each other Move used this turn (was 4)
Shock Exposure now forgotten after 2 uses
Eyetric was also very powerful in the right spots. Combo Barrage should be much fairer now, and you'll need to be more strategic with how you use Shock Exposure to give Exposed, rather than just spamming it every turn.
Mawclaw
Stone Relay now costs 0 (was 1)
Stone Relay felt like a poor Move Tome and was rarely picked. Hopefully making it free to use makes it more exciting to choose from now on.
Mokkral
Fed Up now requires 10 Temper (was 20)
Initially we were concerned Fed Up would be too powerful, but in our testing 20 Temper took far too long to get to unless you had other Moves (mainly 'Festering Anger'), and if you did then you didn't need Fed Up. We're excited to see what builds become possible now!
Veesting
Take Advantage now refreshes the last Move you used this turn (was random)
Veesting is one of our favourite designs, but sequencing with it is quite difficult. Changing the Refresh from random to the last Move used makes it a little easier to plan out your turn.
WHAT'S NEXT?
We believe we have the difficulty in a great spot now. We'll still be making balance changes (and looking very carefully at Dolphedic and Pengilla), and we need to add in some more Monsters to unlock in the demo.
We also want to look at some quality of life features, such as:
Improving the font, and possibly adding a setting to change it to a more readable font
Keyboard shortcuts
Auto-targeting setting if only 1 target is possible
We're also considering changing the contrast of the colours to make things a bit easier on the eyes. We've heard this from a couple of players, but others have had no problem with it. Please weigh in!
Thank you to everyone who has been giving us feedback and helping to make NFAW the best it can be!
