Update v1.1.2


Nerfs:

Armor capped at 80 (from 90) - 90% damage reduction was far too overpowered

Enemy damage scaling slightly increased - Should make later waves a little more dangerous and harder to outheal

Buffs:

Base knockback doubled - Base knockback was very low which made knockback upgrade very underpowered. This should hopefully fix that.

Base ability cooldown reduced - Ability-based builds were very difficult to do because the base cooldown was so long. This should make them more viable.

Enemy health  scaling slightly reduced - The scaling was a bit too strong ever since it was changed from linear to exponential. It's still exponential, but now you have a bit more time before it gets too overwhelming. 

Rare upgrades are less rare - Getting a good run often relies on getting at least one rare upgrade early on. This should make that a little more likely to happen.

Other/Bug fixes:

Extra life upgrade removed (because it sucked as a rare upgrade) - This was by far the weakest rare upgrade and I couldn't think of any way to improve it without completely changing what it does. I will probably add a new one to replace it soon.

Explosion no longer applies chill - The explosions lost the ability to freeze enemies, but they still applied the chill effect (40% slow), which didn't really make sense.

Explosion no longer stops enemies - The explosions already had a knockback value of 0, but that means that they set the velocity of the enemies to 0, rather than not knocking them back. This has been fixed so a knockback of 0 no longer affects the velocity of enemies.

Files

elves.zip Play in browser
Dec 27, 2022

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