Poll #32 Results | Patreon Weekly #167 (Patreon)
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Hey Patrons!
Firstly, here are the results from Patreon Poll #32:
Footwear of Nature Rework: 76%
Ring of Arcana: 69%
Unstable Flask: 31%
Chalice of Blood Rework: 20%
We haven’t had a poll with results this clear in quite a while! There is a very obvious preference for a footwear rework and the addition of the ring of arcana, so that’s what I’m going to be implementing. I would still like to add another artifact in the future, but clearly the specific ideas for that need some work.
In this weekly, I’ll be covering more detailed plans for the results of Poll #32!
Footwear of Nature
As mentioned in the poll, I plan to give the footwear of nature a new active effect which is based on the last seed fed to it. The other functionality of the footwear will remain unchanged, although I may rebalance their passive benefit slightly so that there’s more power budget for the active seed effects.
To help differentiate between effects, the footwear will get a different glow depending on the active seed effect!
The footwear will charge in a similar way to how they do currently, with higher levels charging faster up to a cap of 100%. Different seeds will have different associated charge costs, with a few highly valuable seeds needing 100% charge to be used. Sungrass in particular will require 100% charge to give 50% of its regular effect.
For each seed type the player can opt to either use the effect on themselves, or a nearby tile. I’m also strongly considering having the activation take 0 turns, to emphasize the utility value in combat.
Ring of Arcana
As mentioned in the poll, this ring will enhance the effects of enchantments, glyphs, and possibly battlemage on-hit effects. Like most other rings, this bonus will be expressed in the item description as a percentage that increases multiplicatively with levels. My current plan is for the ring to increase the ‘effectiveness’ of each enchant/glyph by 15% per level. For reference, that translates to +15% at +0, +75% at +3, +166% at +6, +304% at +9, etc.
For many effects, at low levels of the ring, this simply means an increase in proc rate. As a basic example, a blazing enchant on a +1 weapon with a +3 ring would have a proc rate of ~88% instead of 50%. Once proc rate goes beyond 100% though (or for effects that already always proc), things become a bit more complicated. My current plan is to increase the ‘power’ of the effect on a case-by-case basis, though in most cases the result should be pretty intuitive. Taking blazing as an example again, every percentage point above 100% proc rate will increase the burning duration and bonus damage by the same amount.
This should lead to some very interesting interactions at high ring levels. A projecting enchantment might give you several tiles of extra attack range. A glyph of flow or swiftness might give a very big movement speed buff. A blooming enchantment may fill the whole area up with grass. A glyph of obfuscation might make it almost impossible for enemies to notice you.