Alpha v0.4.3 - Animation Update and Claire Rework


Claire Turret Update

I thought having multiple turrets that come out and trying to bunch up your damage was better but it was frustrating since each turret had small health, making it hard to keep alive. 

Having the ability to spam turrets made you a lot more offensive since a new 65-health unit can come out to soak damage.
Getting 3 turrets on the field meant you were practically unstoppable. Unless the enemy had strong AoE. 

I'm shifting the focus away from spamming turrets to making the best out of your strong single turret. You'll technically have less potential DPS but it will be more consistent, hopefully making the turret a decent choice defensively instead of a burden that you have to babysit

- Increased the max health of Claire's Octo from 65 to 115. 
- Increased the armor of Claire's Octo from 0 to 3.
- Increased the damage of Claire's Octo from 6 to 20. 

- Added Falloff IX to Claire's Octo shot, it will deal 11 damage at max range (9 units)
- Reduced the max amount of turrets she can spawn from 3 to 1.
- The cooldown for the ability will now run after the turret is defeated or the timer runs out. (Moving to a new area automatically kills turrets in a previous area.)

Other Tweaks
- Increased the speed of Claire's Wrench Toss from 12u/s to 20u/s
- Fixed an issue where Wrench Spin was not being canceled after using Wrench Toss.

Bug Fixes
- Actually fixed the bug where waves would disappear after retrying a harvest mission.
- Fixed a bug where the wave timer would still be visible in non-wave missions.
- Fixed an issue where lingering animations would cancel another lingering animation prematurely.
- Fixed an issue where rapidly clicking would disrupt some animations.
- Fixed an issue where the player's avatar would rotate weirdly if the casted an ability on themselves.

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