Uploaded May 2017 | Updated September 2026, 3 weeks ago
New balance adjustments for Paladin, new camera testing, and some thoughts on further tweaks.
Now the Paladin's second ability (the expanding burst of light) will cancel out enemy spells. This really helps out a lot with the big groups the Paladin will face in his mode. The main reason why this wasn't in before is that the tutorial paladin didn't do this, but the tutorial paladin also didn't fight any spellcasters.
Sadly, this doesn't save me from running into the occasional fireball. I mostly need more practice with using this ability to catch enemy spells.
I'm likely going to start editing this footage more, since I'm getting further in these playthroughs now. Maybe even just a fight per floor, or less.
The camera is in, and should be less dizzying than the old one. The disadvantage is you can't see as far when travelling, especially north and south. This has caused me to eat a projectile, so it still needs some adjustments.
Upcoming tweaks:
I should probably make that first level easier. Due to how the enemy groups work, it seems like the first floor is a lot harder than the second or third floors. Mostly because the major tier enemy groups (mines, castle, thorned) work together really well. There's more enemies in those groups, and they were designed later. The combo means they work together very well.
The Paladin seems to get a lot of ammo for the nova AOE ability, and much less for his projectile ability. This should probably be the other way around. I'm thinking of making it so he gets ammo for that a bit more often than the warrior gets axes.
I might make the Paladin upgrades come a little earlier, but not sure on this yet. It's possible that the change to his ability ammo and first floor difficulty will let him get to that first upgrade forge easier, anyway.
Might look into the player's charge forward physics. The player tends to bounce off enemies when charging into them. You can see this at least a couple times in the video.
Work continues. While balance tweaks are happening, we're adding more content and waiting for some final UI things. The biggest thing we still need at this point is a nice options menu for this PC version.
New balance adjustments for Paladin, new camera testing, and some thoughts on further tweaks.
Now the Paladin's second ability (the expanding burst of light) will cancel out enemy spells. This really helps out a lot with the big groups the Paladin will face in his mode. The main reason why this wasn't in before is that the tutorial paladin didn't do this, but the tutorial paladin also didn't fight any spellcasters.
Sadly, this doesn't save me from running into the occasional fireball. I mostly need more practice with using this ability to catch enemy spells.
I'm likely going to start editing this footage more, since I'm getting further in these playthroughs now. Maybe even just a fight per floor, or less.
The camera is in, and should be less dizzying than the old one. The disadvantage is you can't see as far when travelling, especially north and south. This has caused me to eat a projectile, so it still needs some adjustments.
Upcoming tweaks:
I should probably make that first level easier. Due to how the enemy groups work, it seems like the first floor is a lot harder than the second or third floors. Mostly because the major tier enemy groups (mines, castle, thorned) work together really well. There's more enemies in those groups, and they were designed later. The combo means they work together very well.
The Paladin seems to get a lot of ammo for the nova AOE ability, and much less for his projectile ability. This should probably be the other way around. I'm thinking of making it so he gets ammo for that a bit more often than the warrior gets axes.
I might make the Paladin upgrades come a little earlier, but not sure on this yet. It's possible that the change to his ability ammo and first floor difficulty will let him get to that first upgrade forge easier, anyway.
Might look into the player's charge forward physics. The player tends to bounce off enemies when charging into them. You can see this at least a couple times in the video.
Work continues. While balance tweaks are happening, we're adding more content and waiting for some final UI things. The biggest thing we still need at this point is a nice options menu for this PC version.










