Home Artists Posts Import Register

Content

Hey Patrons, in this weekly I’m going to share some promising concepts for new trinkets coming in v2.5.0!

There’s also a Patreon Poll this week, and it’s an important one! I’m asking for general feedback about potential spritework changes to the game!

Trinket Balance Tweaks

Before getting to new trinkets, I’m also making a few notable tweaks to the trinkets that are already in the game:

  • Wondrous Resin’s extra cursed wand effects are being changed to be always neutral or positive. This should make it more usable before being upgraded to +3. I’m also looking into making cursed wand effects more varied.

  • I’m reducing the avg. amount of dew drops grassy floors provide from 4x a normal floor to 2x. Seeds and grass spawning are unchanged. This should significantly reduce the Mossy Clump’s power without affecting its feel much. I’m also reducing its upgrade cost a bit to compensate.

  • The Dimensional Sundial is getting a mild enemy reduction effect during the daytime, so that the trinket actually does something at all times of day.

  • Lastly, the 13-Leaf Clover no longer applies to armor rolls or enemy damage rolls. This should make it MUCH less of a detriment while still keeping the wackiness for player damage rolls.

New Trinkets

I was originally planning to add 2-3 trinkets in v2.5, but came up with a few good ideas and so am now considering adding 4 in total! Here they are ordered from most simple to most complex:

  • First is a pretty simple trinket that lets you trade health restoration for more time spent satiated by food, and therefore avoiding hunger damage. I expect this will be particularly useful for slower players, and potentially for challenge runners. At +3 the trinket disables passive health regen entirely.

  • Second is a trinket that direct interacts with healing, boosting overall potency while also forcing healing to occur over a period of time. You’ll need to plan healing well, especially as the trinket gets upgraded, but if enemy burst damage doesn’t kill you then you’ll be rewarded with more overall health.

  • Next is a trinket that gives some reward (undecided at the moment) when the player is using unidentified equipment. This encourages some new strategy, where the player wants to try and deduce their equipment’s properties without actually Iding them. This trinket will also likely come with a way for the player to disable automatic identification over time.

  • Lastly, as an evolution of the ‘random plants’ trinket concept from v2.4’s development, I’m consider a trinket that occasionally spawns random gasses or other area effects near the player. This would be at semi-random intervals which become more frequent the higher the trinket’s level. This preserves some of the reward for fast thinking positional gameplay that the plant spawning trinket concept had, without opening another avenue for plant synergies, as there are already plenty of those.

This brings us up to 15 trinkets total, from 11, which I think is a nice round number for now as I doubt I’ll be looking to add more trinkets in v3.0 in particular.

Comments

BlackwingRed

Ooh! As an avid floor explorer I could see myself using that healing-for-saiety exchange trinket a lot!

Tasha Companion

Wonder how new trinket #1 will interact with Chalice

Shattered Pixel

The plan is that it will hinder the chalice, but as long as you don't upgrade it all the way to +3 the chalice would still eventually grant you quite a bit of passive regen.