tukkek / javelin

Party-based roguelike (open-source strategy-RPG game).
https://javelinrl.wordpress.com/
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Haunt redesign #244

Open tukkek opened 5 years ago

tukkek commented 5 years ago

To further improve the Campaign, haunts #33 would be shorter-lived Location fights, granting level-appropriate mercenaries or an Easy/Very Easy recruit. Once cleared, they'd become stronger by +1d4 EL and respawn.

In the future, they'd grant a minor/major relic #242 .

Haunts would be more interesting with 1d4 waves instead of being a static fight every time (TensionDirector).

tukkek commented 5 years ago

new haunts (art needed)

redesign (already in-game)

future (not enough monster to justify ATM)

tukkek commented 5 years ago

Ideally, Haunts could be generated by Tier initially, so the lowest version could be created first, and then raise in power as they are cleared and the game progresses (through elites and Kits as needed). A Haunt with higher-level monsters could not be generated at a lower Tier so it'd progress through tiers until one can be generated.

stealthio commented 5 years ago

Beast lair grafik Spire grafik Conflux grafik Dark Shrine grafik

tukkek commented 5 years ago

Rift could have a mechanic, later on, that a random number of creatures "phase out" and/or "phase in" for a turn or two (outside AI logic). It could work like this: every turn (1AP), there's 50% chance to delay and 50% to remove creatures from the battlefield (if already removed, return them instead). Probably gotta choose groups to remove by CR so as not to imbalance the fight too much.