v0.1.3.5 Uploaded!


Hey folks!  Turns out I was wrong about v0.1.3.3 being the last one, and have a couple more changes for you all.  These are as follows:

Balancing

  • Nearly all standard enemy health reduced
    • Shamrocks
      • Rammer: 80 -> 55
      • Cannoneer: 45 -> 40
      • Knight: 70 -> 30
    • Vineborn
      • Snatcher: 20 -> 15
      • Spitter: 15 -> 10
    • A fair share of people felt that the battle rooms dragged on too long, and that the enemies were too tanky for how simple they are - I came to the same conclusion myself, and to mitigate this, enemy health has been significantly nerfed to help improve battle room flow.  Vineborn health was additionally further reduced to reflect their comparative fragility vs Shamrocks.
  • Blasters slightly buffed
    • Adjustments:
      • Fortitude: 40 -> 50
      • Item drop rates cut in half
      • Pre-explosion time reduced from 1.15s to 0.8s
    • Blasters were more of an annoyance than a threat, and ended up as freebie enemy pinatas to observant players.  To reduce this, their drop rates have been worsened.  Additionally, the risk to triggering them to blow up their friends has been increased.
  • BR3 adjusted
    • Adjustments:
      • Most waves would trigger the next wave when there were two or three more enemies left in the current wave.  All instances of this now trigger the next wave when there's only one left in the current wave
      • Inter-wave delay increased: 1s -> 2s
    • These changes were done to make BR3 less overwhelming, while maintaining its unique trait of weaving the waves together.
  • Certain Spherefriend damage output reduced
    • SFY
      • Secondary damage 4.0 -> 3.5
    • SFR
      • Primary damage: 65 -> 55
      • Secondary damage: 40 -> 30
    • These nerfs were done because these specific weapons were outperforming their peers, with these changes bringing them slightly more in-line, especially in light of the above health reductions.
  • SFR ammo-related values reduced
    • Adjustments:
      • Base ammo: 10 -> 5
      • Ammo Upgrade 1: +2 -> +1
      • Ammo Upgrade 2: +3 -> +2
      • Ammo regen cap: 0.025/s -> 0.015/s
      • Misfire ammo usage reduced: 2 -> 1
    •  SFR is meant to be a limited, but high-potency weapon.  With the addition of ammo regeneration, it became overwhelmingly reliable, capable of soloing the entire game pre-boss by simply waiting for the ammo to regen.  These ammo nerfs were done to make it more pure to the original vision.  The misfire has been adjusted to reflect an appropriate penalty for the lower ammo count.
  • Enemy damage resistance added to Elder and Predecessor difficulties
    • Adjustments:
      • Elder now has 10% damage reduction
      • Predecessor now has 25% damage reduction
    • In light of the above health nerfs, I wanted to attempt to maintain the current difficulty found in Elder/Predecessor difficulties for those who may find the new Kin difficulty too easy.  As the game was originally designed with the previous health in mind, these HP buffs shouldn't break the balance of the game as they would have beforehand, and in most cases will still leave enemies less tanky than they were on Kin difficulty beforehand.  Enemies which will be stronger are the following:
      • Blasters were not nerfed in this update, meaning they will now be notably tankier than v0.1.3.3 on higher difficulties
      • Cannoneers will be tankier than v0.1.3.3 on Predecessor

Adjustments

  • Gap in parapets added in BR1
    • Players often had trouble figuring out where to go after BR1, and this gap was added to help direct them naturally.
  • Sleeping vineborn breathing animation made more prominent
  • Upper smoke affect in 1-3 adjusted
  • Music resets much less frequently

Bugfixing/Performance

  • Unity updated from 2019.3.2 to 2019.3.5
    • There is currently a Unity backend issue causing intense lag upon moving the mouse when playing the game for an extended period of time.  This update has mitigated that issue and improved general performance.  If/when you encounter this issue, it can be easily fixed with a restart.
  • Split-second of grinding sound removed from TCO's arena
  • Vineborn now properly sleep if their target is killed
  • Missing collision added to vine in 1-2
  • Lag on triggering checkpoints reduced
  • LOD issues resolved
    • Knight weapons no longer disappear while the Knight is still visible
    • Vineborn LOD distance increased greatly
  • Damage number values now return accurate values
    • May not always be accurate - please report any errors you notice!

Files

Fantaria The Quest for Sausage DEMOv0.1.3.5.zip 154 MB
Sep 17, 2019

Get Fantaria: The Quest for Sausage Kickstarter Demo

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