Week #2 Update: Class Abilities

Looking for Heals · published

Another week, another feature: Class Abilities! There are now seven different classes that can appear in the applicant room now, each with their own unique skill to mix up your run.

Features and Changes:

  • New fighter classes added to the applicant room
  • Warrior Ability: Intimidate - Forces the target to fight you for a short time
  • Warrior Ability: Defend - Absorb a percentage of damage from allies around you
  • Warrior Ability: Battle Leap - Leap into combat, creating a small impact at your destination
  • Ranger Ability: Multi-Shot - Shoot two additional enemies with low damage arrows that are near your primary target
  • Ranger Ability: Animal Handler - Use a pet to inflict extra damage on the target
  • Rogue Ability: Vanish - Vanishes out of combat on a cooldown at the cost of having lower health
  • Rogue Ability: Bleed - Inflicts Bleed onto the enemy, stacking up to 5 times
  • Enemy move speed has been greatly slowed down to enable more time to make tactical decision during fights.
  • Added ability to drop items from the inventory screen (suggested by Lawrence)
  • Bleed icon size and position changed
  • Enemy Health has been increased to slow down combat
  • Both item and fighter stores show up in every level with much lower prices for fighters
  • Normalized player movement to be the same speed in all directions (Thanks Swaggasurus!)
  • Increased fusion rolls to be a 50% chance to upgrade when fusing equal rarities.
  • Made fighter sounds unique to each class archetype
  • Added mini-map marker for fighter store
  • Teleporter Turtle has been revamped
  • Increased the number of items you can bank to 6
  • General Item Balancing

Bugs:

  • Fixed issue that would break fighters when items reduced their health to zero (Thanks Stitch!)
  • Improved moonwalking issue with the speed elixir
  • Fixed problem caused when removing speed elixir from fighter
  • Non-Combat Room enemies were not receiving proper health scaling