Update 1.0.2 - Lullabies


Hey hey! Here's a another update that adds some music, loads of balance changes alongside other tweaks & fixes. If you find any more bugs, let me know in the comments, the list is starting to get short & I need a good excuse to procrastinate my theoretical bachelor thesis >:]

General Changes:

  • Added Music Tracks for Overworld & Battles
  • Taking no damage from an attack doesn't deplete Guard anymore
  • Shaken now adjusts the descriptions in battle to say "0 Damage"
  • Replaced mentions of "Bag" with "Suitcase"
  • Added Tooltips for "Drain" and "Steal"

Balance Changes:

  • Diseasy "Phlebotomy" Stage 1: "Steal 1 E" -> "Steal 3 E"
  • Diseasy "Phlebotomy" Stage 3: "Steal 5 E" -> "Steal 3 E"
    • Stealing 1 E is too weak to justify picking it over just doing damage. However, the doubled Shaken in St.3 doesn't need the big steal on top of it, so this makes the ability more consistent across levels.
  • Diseasy "Quarantine" Stage 1: "Gain 1 Energy" -> "Gain 2 Energy; Inflict infected for 1 turn on self"
    • Currently, this ability is just a strictly better swap in very specific circumstances, and not much else. This gives the ability a bit more depth even at Stage 1.
  • Diseasy "Transfusion" Stage 1: "Ally gains 1 Energy" -> "Ally gains 2 Energy"
  • Diseasy "Transfusion" Stage 2: "Lose 3 Energy; Ally gains 3 Energy" -> "Ally gains 4 Energy; Lose 2 Energy"
    • Diseasy can be borderline useless at early levels (barring the good damage in Injection St. 2), so incentivizing using the abilities further down the upgrade tree made sense. Also, the order change in St.2 adds consistency with St.3.
  • Bonbern "Bondage" Stage 1: "Inflict crippled for 1 turns" -> "Inflict crippled for 3 turns"
    • It turns out that it's just really easy to wait a turn to swap if you're not taking any damage during that turn anyway. So, being crippled for that short does effectively nothing.
  • Cheff "Ravage" Stage 2: "Gain E Fury" -> "Gain 2+E Fury"
  • Cheff "Ravage" Stage 3: "Self and Ally gain E Fury" -> "Self and Ally gain 2+E Fury"
    • The "If this kills"-condition is already hard to accomplish and can only be triggered once per battle, so it shouldn't be dependent on an external factor if it even does anything, especially with how the later stages of "Scavenge" use up all the energy when swapping in.
  • Cheff "Cabbage" Stage 2: "Gain 2 Energy; Ally gains 2 Energy" -> "Ally gains 2 Energy; Gain 2 Energy"
    • This makes the ordering a bit more consistent across the ability progression.
  • Amego "Brainrot" Stage 2: "Deal 3-5 Damage" -> "Deal 2-4 Damage"
  • Amego "Brainrot" Stage 3: "Deal 4-6 Damage" -> "Deal 2-4 Damage"
    • With how oppressive bleed (especially the double bleed in Stage 3) can be, the damage increase is a bit overkill.

Bugfixes:

  • Fixed indicator for switching turns popping up at the wrong time when bleed ticks
  • Fixed death by bleed skipping a players turn
  • Fixed bug where stealing all energy from a creature would change the way the ability worked & steal incorrect amounts

Files

rest-in-somnia-1.0.2-windows.zip 36 MB
68 days ago
rest-in-somnia-1.0.2-linux.zip 30 MB
68 days ago
rest-in-somnia-1.0.2-web.zip Play in browser
68 days ago

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