Open jdoleary opened 2 weeks ago
"Can't be moved with spells"
These could be modifications that happen to existing enemies
Protection aura pylon idea in #814
New modifiers waiting to be used:
These should increase in frequency as you get into plus levels so that the difficulty sincerely ramps without being tedius
Maybe events that can hurt you that aren't enemies, such as a meteor and it warns you one turn ahead
To add more nuance, new types of enemies could be added, some examples below: A type of enemy that when target at the same time as a target of another type, will simply split/buff enemies/damage user/remove user mana/other penalty. This makes the user have to more carefully target enemies in a specific order. A type of enemy that has to be targeted individually, eg. multiple of that specific enemy either can't be targeted at the same time or other penalty. A type of enemy that halves damage taken per targeted enemy after 1, so 1 enemy targeted takes full damage, 2 takes 0.5. A type of enemy with reversed heal/damage meaning if you target it at the same time as other units to kill them, you will heal that unit past its max health. A type of enemy that blocks attacks to other units (near or globally) until killed + 1 turn. A type of enemy that absorbs all damage of other enemies chained in that spell, except for that type to prevent loops. Hydra? A type of enemy split into two types of enemies head and body. While the body is alive, killing a head will spawn 2 new heads.
This type of mechanic seems better than simply making targeting more expensive etc. since that just delays the problem.