Reynard Devlog #23 – Balancing, New Weapons and More (0.9.4)

It’s not the first time and definitely not the last time I’ll have to do some balancing.

Balancing

As said in our “Why early access?” section on steam we want to involve our early access supporters in development of the game.

Stamina Regeneration

Because it’s not the first time that we’ve received a proposal for stamina to regenerate itself instantly once you clear the room, we’ve added this feature.

Health Regeneration

Some of our players also pointed out that they don’t see much sense in waiting for their health to regenerate if they have a health regeneration relic. They see it as an exploit. After thinking about it for some time, I’ve decided that they’re right and that the relic should be removed. So it’s gone… for now 😀

Daily Runs and Scoring

The whole point of the daily run is to achieve the highest score. Until now if you didn’t die… you could clear every room and in the end your score would be very similar to your rival’s score.

That’s why from now on speed and remaining gold is being rewarded. If you complete a run under 40, 30 or 25 minutes you’ll get 10000 bonus score for each mark. Also at the end of the run remaining gold now gets transformed into a score.

Weapons

Titan’s Belt

It can spawn up to 4 circling discs around Reynard that stun and hurt attackers.

Luna’s Cloak

Makes Reynard invisible for 5 seconds. Invisibility stops if you attack.

All Changes

[WEAPON] Titan’s Belt. Can spawn up to 4 circling discs around Reynard that stun and hurt attackers.

Titan’s Belt. Can spawn up to 4 circling discs around Reynard that stun and hurt attackers. [WEAPON] Luna’s Cloak. Become invisible for 5 seconds. Invisibility stops if you attack.

Luna’s Cloak. Become invisible for 5 seconds. Invisibility stops if you attack. [HUGE] Stamina refills when transitioning through doors. Regeneration rate is increased when you clear the room, you’re waiting for the next wave or you defeat the boss.

Stamina refills when transitioning through doors. Regeneration rate is increased when you clear the room, you’re waiting for the next wave or you defeat the boss. [MINOR] Wind can’t spawn in forge rooms anymore.

Wind can’t spawn in forge rooms anymore. [MINOR] Added confetti to the win screen.

Added confetti to the win screen. [MINOR] Repositioned the HP bar of Xeno turret.

Repositioned the HP bar of Xeno turret. [MINOR] Removed HP regeneration relics.

Removed HP regeneration relics. [MINOR] Minor modification to Foen’s island shape.

Minor modification to Foen’s island shape. [MINOR] Added a tiny easter egg.

Added a tiny easter egg. [MINOR] Added more supporters to the book of credits.

Added more supporters to the book of credits. [MINOR] Speed is now being rewarded! If you complete a run under 40, 30 or 25 minutes you’ll get 10000 bonus score for each mark.

Speed is now being rewarded! If you complete a run under 40, 30 or 25 minutes you’ll get 10000 bonus score for each mark. [MINOR] At the end of the run remaining gold gets transformed into score.

At the end of the run remaining gold gets transformed into score. [BALANCING] Buffed the Ifrit’s boot’s fire damage and spread duration.

Buffed the Ifrit’s boot’s fire damage and spread duration. [BALANCING] Reduced starting max stamina to 20.

Reduced starting max stamina to 20. [BALANCING] Enemy loot drops in invasion are halved.

Enemy loot drops in invasion are halved. [BUGFIX] Goblins don’t steal from player when hitting his allies.

Goblins don’t steal from player when hitting his allies. [BUGFIX] Fixed lifestealing from corpses.

Fixed lifestealing from corpses. [BUGFIX] Fixed jittering of a special weapon image on a HUD.

Fixed jittering of a special weapon image on a HUD. [BUGFIX] Falling Boulders now deal normal damage instead of fire.

Falling Boulders now deal normal damage instead of fire. [BUGFIX] Fixed 10 room cells that displayed water in a weird way.

Next week I’ll heavily focus on boss scaling, balancing, polishing and more.

Happy dungeon crawling 😀