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Wantless: Solace at World's End - turn-based tactical RPG where you fight in procedurally generated mind dungeons - now on Early Access

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014




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Wantless is a turn-based tactical RPG where you face nightmares inside your patients’ tortured minds.

In the bleak future, the ghost metropolis is dead silent, most of its inhabitants asleep. The others are addicted to a neurological procedure that can erase bad memories, nostalgia, desires, even consciousness itself: Mind Transposition.

You play as Eiris, one of the few Transposers still awake. Inside your ship, the Alterthought, you’ll craft skills, upgrade, shop, gear up and greet your patients. When you’re ready, dive in their procedurally generated mind dungeons to face their woes made manifest.

Ease your patients’ suffering, earn reputation to unlock passage, and sail further down the entrails of a dying world.

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You control a single character in battle, with an unrivaled array of unique skills. Combine them with destructible objects and your environment to design the best strategy.

Enemy reaction is proportional to your action. Learn when to be cautious, and when to commit.

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Neural shaping is a deep skill crafting system that lets you create your own abilities using components you loot. You control their shape, range, cost and effects. Combine damage, stat buffs & debuffs, disables, afflictions, utility and more to shape a build in your image.

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Progression systems are vast and numerous. Through your skills, your talent tree, your stats, or the upgrades you bring to your ship, no effort goes unrewarded, and you’re always choosing which way is up.

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Every patient is unique, and so is their mind maze. Environments, enemies, difficulty and traits are procedurally generated, and each transposition is its own experience.

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Many patients have compelling stories. Gain their trust and they’ll come back for you to find out how they end.

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You’re free to progress through the storyline at your own pace. Explore, look for rare items, level-up, experiment. While the path through the storyline is manageable, there’s always brutal optional and endgame content lurking. Who knows how far you’ll take your build.
 
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cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,766
https://store.steampowered.com/news/app/1807090/view/3092278281654649555

Hi! How are you doing today?

We’ve mentioned skill crafting a lot in our communication so far, and it really is one of the key features in Wantless, so we thought it would be a great topic for a 1st deep dive. Right before that, a brief development update so you can learn about what we’ve been doing:

Our small 2-men team has been hard at work upgrading the game’s look & feel to make it presentable for Steam and social network. A lot of content is already functional in Wantless, namely procedural patient and mind map generation, turn-based combat, skill crafting, travelling, shopping, even the talent tree to a large extent, but a lot of it still has that prototype look. Communication milestones are a good time for such updates.

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We’ve also dealt with a lot of actual communication and admin groundwork, organizing Drop Rate Studio’s paperwork and accounting, and of course, creating the Steam page.

People now have a place they can go to learn more about Wantless, and that’s paramount!

We hope to get back to full speed development from next week on, and our next steps are to keep working on gamefeel, environment and enemy variety, animation and the introduction of VFX, so core gameplay can be showcased more extensively.

With that out of the way, let's get Neural Shaping!

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Neural Shaping is a skill crafting system, its output is a brand new skill you can use.

Ok but, what’s a skill?

A skill is an action you can take during turn-based combat, other than basic movement. It applies its effects on targets caught in its area of effect, at the cost of some resources.

To help us walk through this together, let's introduce a simple test-subject skill we can play around with: Pain shock. But we might as well call it Bob to track it through its metamorphosis.

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This is the simplest a skill can get. Here’s what you’re looking at from the bottom up:

  1. Its effects. What the skill does, and who it does it to. Bob currently has a single effect: dealing some pain-type damage; and it only affects enemies (you're not hitting yourself with this).
  2. Its form preview. That’s the skill’s shape, its area of effect. In this case there’s a single tile highlighted, and it's right next to the character, so we’re looking at a melee range skill that only affects a single tile.
  3. Its range. You can see it in the form preview section, but it’s not that easy to visualize for longer range skills (distinguishing between 7 and 8 tiles at a glance requires more visual acuity than I’m capable of, I can say that much). This skill has a range of 1, meaning it can hit up to 1 tile away from the caster, that’s melee range. A range of zero means it can only be targeted on the caster, and anything higher than 1 is considered ranged.
  4. Its cooldown. You’re used to this one, it’s the number of turns a skill remains unavailable for after being used. Bob currently has no cooldown.
  5. Its cost in Action Points (AP). Action Points are your main resource, and you can spend up to 8 each turn (they’re restored at the beginning of each turn). This one costs 2, which is pretty low as it lets you use it up to 4 times in a single turn.
  6. Its name is procedurally generated according to its shape and effects, although you can customize it at will.
  7. Its iconis also generated and is composed of 2 parts:
    • The frame is generated according to the types of effects you skill has. Red stands for damaging effects, and there are colors for support, buffs, debuffs/afflictions and utility.
    • The icon on the frame is customizable, and you can pick yours from a large set. These are currently placeholder.
  8. Its Discipline cost. Equipping a skill reserves an amount of Discipline from your limited pool. Stronger effects, longer range and larger area of effect increase the Discipline cost, while higher cooldown or action point cost reduce it. If a skill costs more Discipline than you have available, you won’t be able to equip it and bring it to a map (you'll still be able to craft it). You’ll increase your total Discipline pool through levelling and acquiring perks on the talent tree.
  9. Its Awareness cost. Awareness is a special, limited resource you earn by slaying enemies on a map. Unlike AP, it isn’t automatically recovered every turn, and you won’t get more than a few on each map. You can choose how much Awareness your skill costs, from 0 to 3, and each added Awareness point cost drastically reduces the Discipline cost of your skill (currently, every added Awareness point divides Discipline cost by 2, but that's subject to balancing). You’re essentially saying “This skill is beyond my current level, but I can still use it a very limited amount of times per run, as an ultimate ability”. Don’t forget that your Awareness pool is used across all skills: if you’re spending it on this skill, you won’t be spending it on another one, so choose your ultimate skills wisely. Bob costs no Awareness (it doesn’t look like much of an ultimate does it?).
You can equip crafted skills in the dedicated menu, as long as you have enough Discipline available. You can currently bring up to 10 skills in Transposition with you, but that's subject to change. We don’t want skill number to be a restriction, AP and Discipline costs should suffice.

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So that’s what a skill is, and here’s our Pain shock (Bob) in action. Not very impressive, not very expensive, an overall reasonable, if unimaginative craft.

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Now with skills out of the way, we can look at the components required to craft them: Synapses.

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You’ll be looting them in battle, earning them as patient rewards, or buying them from the shop. Finding the right one for your dream build could become an obsession before you realize it!

There are 3 Synapse types:

1) Form Synapses determine your skill’s range, shape (or area of effect), and the number of effects your skill can have.
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2) Effect Synapses determine what your skill does. There are lots of different effects in Wantless, and many more we intend to implement, so that could be anything ranging from dealing instant damage, to applying health regeneration buffs, poisoning, stunning, silencing or pushing an enemy away.
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3) Efficiency Synapses determine how many Action Points it costs to use the skill, along with its cooldown.
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You’ll need at least 1 of each Synapse type to craft a skill, and you could slot up to 5 Effect Synapses if your Form Synapse allows for that many.

Note that Synapses aren’t consumed on crafting, but cannot be used to compose multiple skills at the same time. You can always disassemble a skill to reuse your Synapses for something different.

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The Discipline cost induced by a Synapse isn’t explicitly displayed, but you can swap them out at your leisure to see the impact on cost.

Let's look at some basic ways we could alter Bob's form and costs without changing its effects:

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To help you visualize how this works in practice, here's a gif of the Neural shaper UI being operated. All you have to do is drag and drop your Synapses from the Synapse inventory to the proper slot, and hit the screaming CRAFT button when you're happy with the previewed skill.

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Lastly on Synapses, and as is customary for loot and gear in RPGs, Synapses drop with a quality level, ranging from common to legendary (that's what the color code on Synapse icons means). That quality level determines the amount of modifiers, or affixes, your Synapse has. Though they're quite important to the system, we'll detail how these work in a dedicated devblog, as to keep this one reasonably concise.

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Now let’s give Bob some more drastic makeovers to help it all sink in:

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You can see Discipline cost goes all over the place. You get to choose if you're going to spend your pool on few powerful skills or many affordable ones. A balanced build is usually composed of at least some offense, defense, and utility.

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But your late game build could be made of all sorts of crazy, unique combinations!

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That’s it for this introduction to Neural Shaping. We’ll dive into more details on Synapse modifiers in an upcoming Devblog.

It's still pretty early in the development process, and we still have a lot of feedback, gamefeel and balancing work to do on this system. One of our critical next steps is to implement proper VFX for all of our effects in battle, as an example.

We hope to keep posting these Devblogs every few weeks to keep in touch, in the meantime let us know what you think in the comments, and join us on Discord to ask direct questions or give feedback about the system!

Take care of yourself, hope to see you soon!
 
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Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Turn-based combat with only a single character = TEDIOUS. When you're only working a with a single character, the decisionspace is simply too small to benefit from turns. The result is that you're either spending most of your time watching the enemy take its damn turn without the ability to do anything about it, or they condense them to run all at once, in which case, what's the point?
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
13,053
ACS was single player TB. Well, it could be cooperative SP/MP TB or you could make 4 characters and control them individually. Yes you could try to kill each other.

FRACAS was SP/MP UP TO 8-player TB.

Ali Baba & the 40 thieves, The Return of Hercules Are similar. These games take patience I guess.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,766
We're working on a need enemy faction: Remnants of War. 2nd design step, after finding an identity and the core keywords, is to draft silhouettes to choose from. Pretty sure we can work with some of these!

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cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,766
https://store.steampowered.com/news/app/1807090/view/3130561505956989613

Hi honorable gamers!

Last (and incidentally first) devblog was just over 4 weeks ago, and we’ve been at it every day since then, as you’d expect. Let's go over these weeks' development highlights before we dive into today’s gameplay topic!

Remnants of War

We’ve designed and integrated the 1st few enemies from our new Remnants of War faction. They’re broken incarnations of a war long forgotten, or maybe of every conflict ever ignited..? Their theme is ranged damage-dealing & debuff. More on these guys in a dedicated “Enemy factions” devblog!

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The tech side of things

We’ve implemented a save versioning system to handle data compatibility between our builds & saves. Helps us test internally and spot surprise bugs that emerge from playing a new build with an old save.

We’ve also optimized the most frequently used underperforming parts of the code (a grid operation to get all tiles in a certain range was made approximately 800x faster!).

Quality of life improvements

We’ve added an [alt] modifier that lets you display detailed information about effects attached to your enemies.

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Enemies now break destructibles if they can’t reach their target, even when it’s not a great idea...you could brain your way to a friendly-fire fest if you’re that kind of mastermind!

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We’ve also improved on enemy AI & skills so their turn isn’t as lengthy when they have a lot of Action Points at their disposal. Basically they'll favor using 1 costly skill rather than 3 cheap ones when that's possible.

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Onto the bigger chunks that took the bulk of our time.

We’ve started adding VFX!

It’s just the beginning, but we now have VFX for a bunch of situations that really lacked feedback. Dealing damage, healing, looting, blowing things up, dying, it’s all much better with an appropriate level of juice. We still have dozens of these to implement & polish!

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Patient traits, room and enemy modifiers

To really make every single patient a unique experience, we’ve added a modifier mechanic that alters gameplay at multiple levels.

Patients now spawn with a rarity parameter ranging from normal to legendary, and have a number of attached personality traits (rarer patients have more traits). For example, a Generous patient rewards you with more items, while a Toxic one has every enemy in their mind maze inflict Poison on hit.

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Rooms inside your patient’s mind maze also range from normal to legendary, and their modifiers are a crucial decision-making parameter when you’re choosing which path to take.

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All the way down to enemies themselves, they too will spawn with a rarity level and have a bunch of associated stats, modifiers and rewards!

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[Visual feedback on these modifiers is still WIP]

We believe this will lead to a lot of decision-making fun, and a constantly renewed challenge. Your own unique build will probably find its preferred challenges too!

Now onto our deep-dive topic: Patients, part 1!

Some more context


There’s a reason why the bleak future is bleak, and that’s Transposition - a neurological procedure that lets a professional Transposer (that’s you, as Eiris) navigate a materialized version of a patient’s mind, and remove (destroy) something that’s unwelcome. That could be anything ranging from fears to consciousness itself, and it all materializes as very unfriendly creatures.

Transposition was designed to help people, and it did. So much so that most of humanity became addicted to it, unable to deal with the slightest frustration without assistance. And that’s just those who could still bear to remain conscious after realizing how dysfunctional they were.

Wantless’ gameplay loop starts with you greeting these suffering patients on your floating Transposition lab, the Alterthought.

Men and women of all ages and backgrounds, with all sorts of afflictions, coming to you to get something abcised.

Mind mazes

Patients are distinguished by a set of characteristics, but most importantly every patient has a unique Mind maze.

Mind mazes are where gameplay happens. They’re dungeons structured as a succession of floors, each with a number of rooms you can choose to go through. These rooms are often hostile encounters for you to overcome in turn-based tactical combat, but they can also hold rewards, or just be eventless passages for you to chill in for a second.

Each room connects to one or more rooms on the next floor, letting you carve your own path to the final floor, where the patient’s main affliction is. Beat this boss to succeed.

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4 patient characteristics impact your experience in a mind maze:
  1. Difficulty: each patient has a difficulty value, which determines the creatures you can find and how powerful they are. A Dreg in a Tier 1 mind maze won’t be as strong as a Dreg in Tier 2, and you won’t ever find a Horror anywhere below Tier 3.
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  2. Biome: that’s the maze’s environment. We won’t detail them here as we’re still focusing on the Dead slums biome at this point, but different biomes look and feel different, and are home to different enemy factions.
  3. Size: mind mazes can be small, medium or large, and that impacts the number of floors therein.
  4. Traits: as we’ve briefly mentioned above, patients have personality traits that alter gameplay in the maze. This is material for part 2 of this devblog, but here are some example traits for the sake of clarity:
    • Bully: enemies push you 1 tile away on hit
    • Harsh: you’re afflicted with Fracture. Fracture causes you to take a small extra amount of damage every time you take damage from other sources.
    • Jealous: enemies inflict Slow on hit. Slow increases the Action Point cost of every movement.
    • Pompous: the mind maze contains a higher amount of Elite rooms. Elite rooms are home to stronger enemies.
    • Hoplophobic: the mind maze is haunted by Remnants of War.
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Most patients in Wantless are procedurally generated. What kind of patient you’ll encounter depends on the area your ship is docked in, and your reputation in these lands. Reputation is increased through successful transposition.

We’ll refrain from throwing more detail here, lest this devblog becomes a book, but we’re bound to write a devblog about Areas & Reputation before long!

The UI

Now here’s a peek at the patient UI as it’s currently implemented (polish and visual iterations are obviously in order):

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  1. Waiting room: the number and rarity of patients you greet depends on the Alterthought’s current capacity and your reputation in the current area. Patients are listed here as toggles you can click.
  2. Selected patient editorial information: portrait, designation and a short trivia description. They have no impact on gameplay.
  3. Rarity: colors and shapes let you know if your patient is of normal, uncommon, rare, epic, legendary, or unique rarity (more on “unique” in a minute).
  4. Traits: the gameplay-impacting personality traits. More part 2.
  5. Mind maze difficulty: the indication here depends on your current progression vs the patient’s actual difficulty value.
  6. Mind maze size: small, medium or large, with a matching number of floors.
  7. Mind maze biome: the maze’s environment as briefly described in the “Mind mazes” section above.
  8. Currency & experience rewards: how much currency & xp you’ll earn by succeeding. They’re proportional to difficulty, patient rarity and maze size.
  9. Item rewards: you can usually choose a number of rewards out of a greater number of options. These numbers, along with item quality and rarity, depend on patient rarity, difficulty and maze size.
  10. Transpose button: when you’re ready, brace yourself, and dive in.
Patients are also displayed on the Alterthought’s hub as silhouettes. These are currently placeholders and will be replaced soon.

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Unique patients

We’ve covered procedurally generated patients, but there’s another, arguably more important kind of patient: unique patients.

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These are patients with hand-made characteristics, often hand-made mind mazes, unique traits, and more importantly written stories that progress through multiple areas. You’ll encounter a unique patient multiple times before you reach the end of their story, and their difficulty evolves with your own capacity.

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They may reward you with unique items, and some of them are fundamental to progress through the main storyline. They’re part of how we tell this world’s story.

We’ll cover unique patients in fine detail in part 2, alongside traits.

You did it!

That’s it for Patients part 1, hopefully it’s enough to get the big picture!

Thank you for making it all the way down here, we’ll see you in a few weeks, and in the meantime we’d be happy to have you on the Discord server[discord.gg]!

Stay safe, hydrate, take care of yourself and your own ♥
 
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cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,766
https://store.steampowered.com/news/app/1807090/view/3130563317878074403

Hi esteemed Wantless enthusiast,

We’d like to wish you a happy new year! May we use it to build a fun game together.

It’s been another 4 weeks, and though the holiday season has slowed development a little bit, we’ve still managed to get some work done. Here goes!
More visual effects

We’ve added new VFX to the game, slowly catching-up with all existing gameplay effects! In no particular order: shield, poison, bleed, fracture, grief damage, fear damage.

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Many more such as thorns, cleanse, buff, debuff, push and pull are being saved for later!

New effects to craft with

We’ve added new effects to enhance your skill crafting capabilities.
  • Thorns is a buff that causes you to reflect a flat amount of damage back to attackers every time you’re dealt damage.
  • Toxic is a debuff that inflicts a pure damage tick every turn for 3 turns. Its only difference with Poison is that Toxic stacks. Inflicting Toxic to an already intoxicated target increases its damage and refreshes its duration.
  • Shadowed is a buff that causes your next skill to be cast twice in a row. Double damage, double healing, double toxic ticks...just don’t combine it with effects that don’t benefit from multiplied casts, such as unstackable buffs.
  • Restore AP instantly restores an amount of Action Points. We found one fun mechanic was to try and extend your turn for as long as possible.
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New enemy passive effects/modifiers

Enemies can spawn with passive effects, or modifiers, depending on patient traits (more of that in a minute). Here are some new modifiers we’ve added:
  • Reflective enemies reflect negative effects (debuffs, damage over time and disables) on the caster. Forget all debuffs, you’d just be hurting yourself.
  • Vengeful enemies reflect a % of the hit damage they’re dealt back to the caster. Damage over time and indirect damage sources (explosive barrels, thorns) bypass that effect, so pick your skills carefully.
  • Power hungry enemies deal more damage for each AP you’ve spent during your turn. Play safe
Sound

One of the few tasks still standing between the team and a playable demo, is adding sound to the game. We’ve listed over 200 sound effects that need designing and integration, with a few dozen now implemented. We’ll be using rough sounds and placeholder music at the moment and intend to work with professionals to turn these into unique, quality assets when we’re ready.


That’s it for today’s development highlights, now onto our deep dive: Patients, part 2.
___________________________________________________________________

Part 1 left us with 2 important topics to cover: patient traits, and unique patients.

1) Let’s start with patient traits

As we’ve briefly glanced at in part 1, traits are patient characteristics that delineate their personality and impact their gameplay.

Non-unique patients spawn with a rarity level that defines both the number of traits generated for them and the pool of available traits they can be chosen from (example: some traits will only appear on patients that are Uncommon or rarer).

Since most (not all, mind you) traits make transposition harder, rarer patients with more traits tend to be more challenging. It’s up to you to decide whether you’ll risk it for more abundant rewards.

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We’ve decided this feature was a must for multiple reasons:
  • Increased challenge variety and replayability.
  • Additional decision-making parameters when designing your skills and your build.
  • Increased surprise and reward. That excitement shiver you get when dropping rare loot shouldn't be limited to loot!
Down to details, what do traits do, exactly?

I mentioned traits alter gameplay, here are multiple ways they do that, along with implemented examples:

Alter a patient’s reward
Item rarity, number of item options to choose from, number of items you can pick, amount of currency, amount of experience, reputation stakes...most patient reward parameters can be affected by traits.
  • Monk: yields no currency, yields triple the experience.
  • Generous: you can choose 1 extra item reward.
Add a passive effect to all enemies
Passive effects (or modifiers) are effects that remain on an entity throughout the entire transposition, and that cannot be removed - we've briefly mentioned them at the beginning of this devblog. Many traits strengthen enemies with passive effects that require you to adjust your build and strategy, but some might also benefit you!
  • Stoic: enemies have increased resistance to Grief damage. Pack Pain or Fear damage-dealing skills instead.
  • Calm: enemies regenerate health at the beginning of their turn. One shot skills or healing reduction is advised.
Add a passive on hit effect to all enemies
On hit effects are effects the enemy will inflict every time it hits you.
  • Eloquent: enemies inflict disarm on hit. Disarm keeps you from using offense skills for a turn. Bring the right cleanse skill or make sure you don’t get hit!
  • Bully: enemies push you on hit. Movement skills might help you get close quicker if you're using a melee build.
Add a passive effect to Eiris
Good old passive effects again, only this time they're attached to Eiris.
  • Infuriating: you’re Berserk. You’ll hit harder and get hit harder, and you’ll only be able to use offense skills.
  • Envious: you’re Slow, meaning moving will cost more AP. Builds that don’t need to move much or multiple movement skills are advised.
Alter the mind maze’s structure
Floor count, room type tendency, a mind maze is composed from multiple parameters that can be altered by traits.
  • Pompous: maze contains more Elite rooms. Elite rooms contain stronger enemies.
  • Refined: maze contains more Treasure rooms. Treasure rooms are rare rooms that hold rewards. You’ll like treasure rooms.
Add modifiers to each room
As we’ve mentioned in part 1, rooms themselves can also have modifiers that alter gameplay inside.
  • Disorganized: rooms contain many destructibles (crates, explosive barrels…).
  • Brilliant: rooms contain 1 Rare enemy. A Rare enemy has 2 generated passive effects and increased stats. It is also guaranteed to yield item rewards!
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There are many, many more traits and trait categories than are listed here, but hopefully that’s enough to get your curiosity. Now onto our second deep dive subject!

2) Unique patients

Unique patients are handmade patients (as opposed to procedurally generated ones) we design ourselves. They’re essential to telling the world’s story, creating compelling side quests, and challenging you with unique transpositions for special rewards.

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Here’s what differentiates unique patients from generated ones:
  • Handmade: we determine their traits, rewards, difficulty, often even their exact mind maze layout.
  • Stories: these patients have stories. That is to say you’ll learn a bit about them before transposition starts.
  • Progression and persistance: unique patients aren’t limited to a single encounter. Successfully transposing them may cause them to come back later for you to uncover more of their story. They’ll have renewed challenges and rewards.
  • Events: some - not all - unique patients are associated with main or side quest events. Some may unlock passage to the next area, others may unveil a special upgrade that lets you craft new skills or discover secret areas.
Your generated patients will occasionally be replaced with a single, compulsory unique patient, blocking your progression through the main questline. Like a story boss would in a classic RPG.
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That’s it for today’s devblog. We sincerely hope you had an amazing holiday season, and that you have a healthy, prosperous, productive year 2022!
 

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