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- I've recently come back to updating Mighty Mage. I started out by cleaning up some small & easy UI stuff, the update has been released and you can check it out in Play Store.
- Regardless, it's time to rebalance the battle system.
- I've prepared a lot of new features regarding battles and I need somebody who knows the game (the old versions) inside out and will be able to handle new, hopefully more challenging but also more fun, battle system.
- The changes aren't that game-breaking as of now, however they do add a lot of depth to the fighting system.
- Quick list:
- - every enemy now has one or more attack moves
- - each attack move has different base damage, base miss chance, 'flavor text'
- - some attack moves have special effects, such as:
- * lifesteal (% of the damage the attack deals to the player is used to heal the enemy), i.e. Vampire sucks blood out of you
- * willpower drain (% of the damage the attack deals drains your willpower, too), i.e. Wraith fractures your essence
- * piercing (completely ignores your protection values, damage is not reduced by it, but usually the damage of such attack will be a bit lower to balance it), i.e. Bandit stabs you with a dagger
- * precise (completely ignores miss chance and can't be dodged), i.e. Lich sends out a chilling wave
- - every inspiration (spell) has a higher damage but also higher willpower cost
- - player now regenerates 1 Willpower point every turn during battle
- - enemies now have resistances (30% lower damage taken) against certain elements
- - most enemies don't have vulnerabilities anymore
- - some enemies now regenerate a low amount of health every turn during battle
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