THE LAST WALL Update 2


Since it's not serious to have more than 3 unfinished projects, I recently reworked on this one just after updating the SLUMS, and oh boy that was hard to get back to it.

So this update mostly focus on : core mechanics refinement, creation of a new (FURY™) system who spice up the thing a little, creation of a new rewarding and ranking system, creation of an "editing" mode, a ton of UI improvement, knights implementation finalization, optimization, and of course your dose of dopamine. Here we go for the changelog : 


The intro slightly changed, with a little extra added to it.

FURY system

The FURY system is a tentative to bring to the game a dynamic system who constantly scale on the player performance to give him a perpetual challenge and rewarding experience while (trying to) auto balance the game, cause I'm too lazy to do math. 

It is also made to not have to design a new mob with only +1HP x times. This mean I can now focus on creating new mobs archetype and letting the FURY system scale their lethality

HOW DOES IT WORK ? 

The game constantly keep track of your total DPS and the system will increase the FURY LVL by a specific number, and increase the mob lethality and earned gold by a certain %. Buying some S tier upgrades can also pump up the FURY, so be careful. Rebuilding walls and pushing the enemy further decrease the FURY LVL by 3. I will certainly had more depth to the system in the future.



The brand new UI, new skills and FURY system.

FULL CHANGE LIST :

  • Now you will gain a rank and a gold bonus (a fair amount) according to how many damage has been taken during the last wave (showed at the end). Ranking from S+, S, A+, A, B, C and D. The ranking system take FURY into consideration, that's mean you will loose the same score if 2 exact ennemy of different LVL hit you, and the FURY gold mutiplier also apply on earned gold. Gold amount increased each wave.
  • You can now edit the position of the units in the battlefield
  • You can now press P for PAUSE
  • Each wave now have a beginning, a middle, and an end (that wasn't the case before, apart from the start and game over)
  • So there is now some "space" for you to breath between the waves.
  • Kill left for ending a wave now displayed
  • Gold needed for rebuilding a wall now displayed
  • Walls remaining displayed
  • Damage are now displayed for mobs and allied units
  • Health remaining now displayed for allied units when damaged
  • FURY level now displayed
  • Knights are now fully integrated into the game logic.
  • 15 new Knights upgrades
  • Knights can block damage (+10% chance per LVL)
  • Knights can now be targeted by ranged attack units
  • Knights sprite and damage change according to HP
  • Each entity have now 10% to do a critic hit (+1 damage per default, +10% per LVL)
  • Created critical upgrade for archer and knights (+10% per LVL)
  • Mobs have now 10% to do a negative critical hit (-1 damage, per default)
  • Created a block chance upgrade for knights (+10% per LVL)
  • Archers default accuracy increased
  • Arrow default speed increased
  • Archers knockback stats and skills deleted
  • Archers default knockback increased
  • x2 and x3 shots are now like shotgun shots, meaning larger zone of impact
  • Added camera panning movements to the beginning of each stages and during tutorial for cinematic effect
  • Shooting is now automatic by default (deleted autofire skills)
  • Optimize arrow trace generation (it's not an engine native feature, I have to DIY)
  • Arrows now cast shadow on ground
  • Arrows now wobbling on collision with ground
  • Arrows now spawn grass particle on collision with ground
  • Explosive arrows have now unique skin
  • Explosive arrows nerfed but still crazy OP
  • Explosion now leave burning trace on ground
  • The wall repair cost curve is way more aggressive and coherent with the crazy amount of gold you can now make, and it is also perpetually adjusted to your performance.
  • Decreased mob hit sounds proc
  • Only 1 mob can "speak" simultaneously
  • Deleted some sounds fx proc (like arrow hit sound when it is explosive for ex)
  • Deleted mob sinusoidal based animation movements (Massive CPU optimization with minor visual impact)
  • Various visual changes


The new reward/ranking system and miner unit.

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