Alpha v1.3.0 - Stamina Rework + Sadow and Spiri


New Characters: Sadow and Spiri 

Added two new characters Sadow and Spiri. 

For the sake of testing, Sadow can be played on Alik levels and Spiri and be played on Claire's level.
I'm working on a new mission system that will rework how the game is played. It was planned to be shifted with this update but I have to push it to a later update.
As of now they don't have SFX and VFX, that will come at a later date. 

Massive Stamina Update

I've had some issues with how stamina is treated in the game, I played around with an increased base stamina regen and it feels so much funner but had some issues where players wouldn't engage with the stamina system. 
Being able to cast your abilities more freely instead of relying on a singular combo makes things more fluid.
Some characters have benefitted from this mobility more like the new Sadow and Alik while others played conservatively with their stamina anyway. 

I landed on this tiki-taka style where your stamina regen is good enough for spamming your main attack and main ability or dunking some support abilities inside. You get stamina back at a decent rate but have to dip in and out if you want to prep for a big attack.
This change affects enemies as well since they'll have their full stamina much quicker after you leave them alone. Claire's turret is good against this since you can constantly refresh their stamina and regen speed. 

I've made actively dodging and resting your stamina more rewarding but I'm increasing the duration needed. If you aren't good at stamina management, you might want to ease off on blasting abilities. If you are confident in your dodging abilities, you'll be able to get back into the fight much faster.

Increased the base stamina regen from 3%/s to 9%/s.
Increased the rest stamina regen from 12%/s to 18%/s.
Increased the duration needed to get into rest mode from 2s

This stamina system can be a finicky numbers game, I am still tweaking the numbers to get things right.

Status Effect Fix

There was an issue where the level of an ability was not correctly impacting the status effect it was being used in.
I'm adjusting all status effects to account for this. 

Jolted Jelly's Slow strength reduced from Slow II to Slow I.
Claire's Pulsebomb Slow strength increased from Slow II to Slow III.
Fervorous Flyer's Dash's Self Slow strength increased from Slow II to Slow III.
Fervorous Flyer's Dash's Self Slow duration increased from 2s to 4s

I also fixed the issue where Speed and Slow didn't have the correct movement speed math on them. They were being incremented/decremented on a flat value instead of a percentage. 

This has been address as well. Stronger status effects will now replace statuses that were lower leveled. EG: A Slow III effect will take over the Slow I effect on an enemy.

General Tweaks 

Added a fullscreen option - Thanks Cosmic! 

Claire's Pulsebomb's damage increased from 14 to 28.
Claire's Pulsebomb's Stamina Rating moved up from Medium to Heavy.
Claire's Turret shot can now pierce enemies.

Reverted: Decreased the damage on Alik's Blaster Shot from 15-8 to 12-5.
Alik's Shockblast Slow and Weakness strength increased from Level 1 to Level 3.
Alik's Shockblast Cooldown increased from 7s to 10s.
Alik's Shockblast Stamina Rating increased from Light to Medium.

Bug Fixes

Fixed a major issue where ability levels were not being applied. Affected all abilities that applied status effects. 
Fixed an issue where Speed and Slow didn't have the correct movement speed math.
Fixed an issue where some missions could not be played because of the old-time feature.
Fixed an issue where width boosts would appear correctly on the indicator.

Get Astraheim: The Reawakened

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.