Boss Changes
I got a lot of feedback on the boss, so I've adjusted quite a lot about it.
- Boss projectiles should no longer target dead player
- Doubled boss health
- Increased boss fireball spawn rate
- Boss health scales with difficulty
- Boss should no longer damage itself with fireballs
Win Changes
I think the biggest piece of feedback I got from the last patch was that it was too quick to reach the boss, particularly in multiplayer. I've made two changes to address this issue.
- Scaling: Kill requirement scales with player count (+75% of base per)
- Continue Mechanic
Thanks to some really good suggestions, I implemented a new system when you kill a boss.
Now when you kill a boss, you will be prompted with an option to continue playing (resetting the enemy kill count but maintaining the current difficulty).
Returning to Keep will end the game and give you your item (guaranteeing an item drop).
Choosing to continue will start the game again from your current position and difficulty. It will again count up kills to bring another boss (and another decision to continue or return to keep).
The idea here is that Winning part 1 is better than losing part 2, however losing part 3 is better than winning part 1.
Additionally, High scores now only apply on a win, so deciding to continue is gambling with your score.
Note: At the moment, the item rewards and difficulty values at the end are not representative of the intent above, this is just to test out the mechanic.
Other Changes
- Scatter arrow now sometimes seeks out targets
- Winning increases 'difficulty reached' by 50
- Grabbed arrows should now correctly sync across network
- Fixed artifact on boss fireball explosion
- Lowered win volume
Looking forward to the continued feedback on this evolving system :)
