Hey folk, sorry for the wait - here's what you can look forward to:
Overview:
Added new resource mechanic: Biomass
Redesigned the leveling/upgrade system into 2 systems that interact with Biomass
Added build-facilitating upgrades for each part
Changed move-selection capabilities during run start
Updated critical hit logic so any move can crit
Updated bug report link to redirect to a steam thread
Added bug fixes
Biomass
"Biomass" is a resource that you obtain when an enemy dies during combat, the amount gained on kill is indicated in the enemy UI:
Enemies killed through direct damage on a player character's turn will give that part the full amount of the biomass, while enemies killed indirectly, through bleed or actions during their turn, will instead provide 60% of their biomass split across all living parts.
biomass replaces the "experience/level" bar that existed in the player UI:
The bottom value is the "biomass threshold", which is utilized in the new level/upgrade system.
Level/Upgrade Redesign
At the end of combat, each part now receives 100 biomass instead of 1 level, and the process of upgrading parts now is split into two segments: Adaptations and Mutations.
During the adaptation phase, each part is given at least 1 guaranteed upgrade that is designed to facilitate builds, though more can be gained through loot/upgrades - you can use biomass during this time to re-roll your adaptations at an increasing cost:
After selecting adaptations, the remaining biomass is used to level up the moves of the part - the amount required to reach the next level is represented by the number at the bottom, the "Biomass Cost" - all move upgrades will increase the Biomass Cost by 25.
An alternative option for the move upgrade is Tissue Assimilation, a repeatable upgrade that heals up to 10% player HP and only increases the Biomass Cost by 15 instead of 25. If the part is at full HP, this instead is replaced by a 4th move upgrade option.
Each part has been given 16 adaptations to start off - Cyclopos' adaptations deal with enemy disruption and defensive buffs, Doppelgrabber's adaptations are focused on bleed effect interactions and damage buffs, and Vasculurch's adaptations center around team utility, ichor, and status effects.
This approach solves an issue I've had for some time with upgrades - being forced to choose between a stronger move and a piece for a "build" is a design I like, but the way it was done was through upgrades gumming up access to one another; this new approach allows for the same tradeoff of finding the right upgrade and getting stronger moves, but doing so through a much more interactive format.
Move Selection Rework
The start of a run has been reworked slightly - instead of being assigned a set move and picking a second move, the player can now select up to 3 moves to begin the run with. each part needs 1 move to be able to start the run, but what that move is is entirely up to the player. Selecting a move to start means that moveset is guaranteed with no increase to Biomass cost, however every move not taken adds an instance of the "unstable sequencing" loot to the part, which provides a 10 HP heal at the end of combat, provides +50 Biomass, and +1 adaptation: this loot is consumed on use.
This should hopefully give an equally appealing tradeoff - starting with a more complete desired moveset to start would allow the player to focus on finding the right build, while having extra biomass and adaptations allows for a build to start quicker and the moves that work with the build to be obtained easier.
Critical Hit Changes
Critical hits can now be rolled by any move; it used to be that critical hits were reserved for moves that had a damage range - now the ability to crit is also extended to moves that deal flat damage as well.
New Bug Report Link
The bug report link now redirects to a steam forum thread - this should remove some barriers to entry as before the form required a gmail account login.
Bug Fixes:
Fixed an issue where HP buffs on player characters also added the buff to an enemy.
Fixed spelling errors.
Fixed an inconsistency in certain blood splatters on art/combat stills.