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Oh wow, I was just thinking about The Spirit Engine the other day! Great to see there's still a community for this series.

Did you plan to do any re-balancing? From what I remember TSE-1 had a bit of a problem with some skills being very bad (due to how damage resistance works)

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It's great to hear from returning players! Yes, I've already commenced on a bit of re-balancing, and will do so even further when I reach Beta milestone (when Worlds 2 & 3 are fully ported - I'm almost done with World 2's settlements)

  • Hand of the Gods won't carry over the "do not target Magic-Immune enemies unless they're the only ones on the field" payload as that overshadowed a lot of other 2-mana DPS moves of similarity (Dynamite gets punished against enemies that have Energy resistance, Kinetic Smash only hits front enemies)
    • The alternative would be to make Dynamite's embers seek non-Energyimmune targets, or redesign Dynamite to be a spread AoE
  • Life Drain heals a fixed amount of health per cast (this was supposed to be in the original MMF build, but was scrapped - it's now reinstated)
  • The AoE skills (Rock Rain, Power Shot) are getting re-balanced to be on par with their frontloaded (Chain Magic, Speed Fire) counterparts instead of being useless against single enemies if invested into, but will still carry penalties against Large bosses
  • Spook Summon got a very nice buff - cooldown times for the ghost's attacks are decreased per skill point invested
  • Lasso is no longer penalised the higher the World Level is, but will not work against 'XL' (Extra Large) enemies - I was never a fan of how balancing user crowd control was done in the original
  • Additional attributes 'XL' and 'R' (Robotic, which is like Undead but has a weakness against Energy attacks) are added to address inconsistent designs in Worlds 3-5
  • Equipment that penalises cooldown times (e.g., Crusader Jacket, Gremlin Snapcannon, Mu Sow's etc.) are rebalanced to be appropriately on par with when they become available in the game