Version 0.2.6 "the supremacy of one-way attrition"
some quick reworks to follow-up on the last update
removed the self-heal and healing abilities of most enemies -- this is a temporary measure, as I was repeatedly seeing a game-state where players went totally defensive / heal, and were locked into an infinite round with healing enemies
until a more subtle solution is come up with, and because I don't want to remove player freedom to "go defensive," I took it out on the enemies...this time...
Morbumancy now also deals poison damage in a path for each sickness on you
Focus, Guard and Assassin reworked to apply "hits" (Assassin might be waaaayy too strong now) instead of dealing damage
The hits provided by Psychomorphism now scale with level
Added Magus, an Astral power, Hits a number of random enemies in a 5 tile range when you stand still
There might be more in this vein, I'm interested in the magical flavor of "projecting" hits
Deadly Feast now no longer heals enemies to full life
Reworked the abilities of the "magic hat" items to do damage in different ways when standing still
Files
Get Path of Achra
Path of Achra
rat-slaying and florid gods
Status | In development |
Publisher | |
Author | Ulfsire |
Genre | Role Playing |
Tags | 2D, Dungeon Crawler, Fantasy, Perma Death, Pixel Art, Procedural Generation, Retro, Roguelike, Singleplayer, Turn-based |
Languages | English |
More posts
- just an update on what I'm planningDec 26, 2023
- version 0.4.7 "final demo"Apr 10, 2023
- version 0.4.6 'proem amended'Apr 03, 2023
- version 0.4.4 "proem"Apr 02, 2023
- version 0.4.4 "cave worm & brungle"Apr 02, 2023
- version 0.4.2 "Cycle of humility"Mar 07, 2023
- version 0.4.1 "Doomsayer amended"Mar 02, 2023
- version 0.4.0 "Doomsayer"Feb 27, 2023
- version 0.3.0 "fire scythe"Jan 16, 2023
- version 0.2.9 "ice beetle"Dec 25, 2022
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