This time around it's the Combat Update. For a while I'd been feeling that my enemies weren't particularly interesting or unique. Art wise and Special wise theyre fine but if they never roll that Special that defines them, they lose their niche. And it's important that your enemies are different and that the same strategy doesn't work on each of them the same. There's this microtalk from George Fan about this :
https://www.youtube.com/watch?v=d8QAVGeEj-U#t=28m.
If every enemy can be beaten the same with a poison build, then it's not very tactical. So the object of this update was to introduce counters to specific builds and even add some new passive skills to the enemies to strengthen their niche.
I came up with some new triggers for enemy passive skills to happen those being Battle Start, Start of Turn, lowered to 50% HP (enrage) and when you roll a Lucky Number. The Lucky Number is a dice number you choose at the start of a fight, if it's rolled, you get a second turn. The only counter to this was the Gargoyle who blocked that turn outright. It's partly this ability that made me want to do more. It was very characterful and countered a Lucky strategy a bit.
And I also came up with a few new status effects that would benefit the enemies. These being a 2 Damage counter attack when you Attack them, it wont trigger through poison or static damage. There's also HP Regen, Status Immunity, Mirror Status for the new MirrorCat enemy and some new Status Effect shields that impart that Status when they're hit.
Starting with Battle Start and Start of Turn abilities I could introduce a constant threat from each enemy. The default Ghost enemy is now immune to all status effects which immediately mixes up how you approach it. The Ghost Hand drains 3 battery every turn increasing the amount of time spent recharging. This counters Finn as his passive ability gives him an extra dice when he has 20 or more Battery.
A new Tenrec enemy gains 1 Shield every turn with a Static Effect, whilst this doesnt increase its survivability much, Attacking it then makes it risky for you to recharge your battery as you'd take 2 damage each time. This again counters Finn as he gets lots of damage from his Charged! buff and also Dotty as she charges her battery each time she attacks twice in a row. However she's best suited to take it out from having the highest damage. So from there it's up to the player whether they attack twice in a row as Dotty and risk that 2 damage.
Lucky abilities trigger when you get your second turn (well, once the dice settles on the lucky number) which can turn the tide from something you aim for all the time, to maybe not as often. The Bat gains Dodge, so it'll avoid the first instance of damage on your next turn (or whenever, it stays until its used).
The new Tenrec drains 2 battery when you get Lucky which activates the Static the player has from hitting it. This can be countered by having a shield up to block that 2 damage.
Enrage is a common thing in RPGs but I wanted to use it to force an effect just incase the enemy doesn't roll it on their dice. I know there's a change the Bear can be beaten with it never going Angry (which is like a beserk state), so if I used the enrage I can guarantee it'll be Angry at some point.
The Caterpillar and the Jackobox both use a new Scared! status effect as their enrage. It clears all of their status effects but it forces a Shield next turn. This cements my vision for these two being defensive enemies. This new Scared! is a counter to status builds also, mostly to poison as it's duration equals its damage but having your piled on statuses removed can hamper your flow quite a bit.
I've also paired the new Counter status to this enrage too on both Jack Pumpkin and the Sword and Shield. Whilst the Sword and Shield will do straight damage, Jack burns at the same time adding an extra 1 damage. This counter will happen as soon as they land below 50% HP, so if your first dice takes them below that, your next one triggers the counter.
I added 3 new regular enemies with this update too, though they have placeholder art, they help round out these new abilities that I'd made without overloading the 4 existing ghosts. I've spoken about the Tenrec at length but we have the Skeleton who gains Counter each turn. This makes the skeleton strong against physical attack builds, however like most Turn Start abilities, it's also countered by Lucky Turns since you can clear the counter on turn 1, then attack freely on turn 2. However the Skeleton gains Status Immunity when it enrages. Now Status Immunity doesn't clear away existing Status Effects, so its important to build them up before it hits 50% HP.
Lastly is the MirrorCat who gets a unique effect to Mirror Status Effects. If you try to poison it, it poisons you instead. If you try to become Angry!, it becomes Angry! instead which is a very strong counter to status builds. Since you don't know which enemy you're fighting beforehand, you could end up mirroring a bunch of status effects back to yourself. This is also strong against Dotty and Lix's Special moves but not Finn's as it doesn't take Charged! from you. However it's quite frail, so standard Attacks will make short work of it.
Lastly in this bumper update are Comboonation Battles, a type of miniboss. Instead of making brand new enemies, I slapped 2 existing ones together. Work smarter not harder. Whilst still placeholder art, I will combine the 2 enemies properly onto a single base. This singular unity combines the Specials and the new effects from above of each enemy to create a tougher ghost. The pairings are done through what I consider the offensive pair and the defensive pair of enemies to create a dangerous battle or an attrition fight. Jack Hornet gains 1 Dodge every turn like the Hornet, and gains Enrage: Counter like Jack. Unlike the Hornet, Jack Hornet can go up to 2 dodge, so if not attacked, it'll dodge 2 dice on your turn. The regular Hornet used to be like this but it was very unfun for potentially the first enemy you fight.
There's 6 of these enemies and theyre denoted on the board by a double ghost, so players will know which are the harder fights. But these are required for the All Battles Cleared checkmark at the end of the game. As an incentive there's now a Boss Module drop pool. Defeating a boss or Miniboss offers a more powerful Ability Module than you'd get from other fights. So it's definitely worth taking one on.
That's all for the Combat Update whose goal was to make enemy fights more varied and strategic than 'mash attack it works 100% of the time'. I also hope this has increased the difficulty of the game through the skills alone as I didn't really change any enemy's HP total or the numbers on their dice.