Hey Guild Leaders! This month I worked a lot on the new areas.
Without further ado, here's some of what I've been working on during September.
New Areas
This month, I worked a lot on the new areas for early access - these two areas are:
1. The Bandit Stronghold

2. The City of Mist

With both of these areas, I've tried making them appear like they're places people live in (or used to live in, in the case of the city of mist).

Automatons will patrol the forgotten rooftop markets... (work-in-progress)

Vines of lichen will creep up the walls, while gears litter the ground.

And oddities might appear in the bandit's living quarters...

(And
yes, you
can shoot the targets)

Walking alongside the edge will make tiny bits of the towers fall below, reminding you of the danger of falling -
or making for a dramatic effect when one is pushed off the edge.

Bridges also animate (alongside with whomever is standing on top of them).
Mist System
A vicious natural phenomena will affect your expeditions into the forgotten city of mist area - that is, the mist itself!
When descending a floor, you'll be greeted by a "weather prediction" -

Forecasting the mist in that area.
Every certain amount of combat rounds, the mist will rise up! It will stay there for a couple of turns and obscure your vision.
[previewyoutube=Md7ijLZjv7M;full][/previewyoutube]
It will pretty much "turn off" the vision of your non-current units.
On top of that, every time you start your turn in the mist, it'll rotate your character randomly and move them to an adjacent tile you can step on.
[previewyoutube=wMLlPsOLuJE;full][/previewyoutube]
When you do discover a unit, ally or enemy through the mist, they'll stay there for the reminder of your turn (not round).
WAIT! THAT SUCKS, THOUGH?
It totally does! The mist is an environmental hazard, and it turns combat into an information-gathering game.
But... there's ways to counter it, and upsides!!
For example...
- It only stays for a few rounds, so you can always wait it out. Maybe an ok option for defensive builds is stalling this way.
- High movement builds let you scout around better and discover enemies / allies and set up attacks.
- It can be countered to a limited degree with the "track" ability
- The "burn" status effect counters it to an extent too by appearing through the mist
The mist might be keeping something worse at bay, too...
Enemies
I've started working on the enemies for the new area this month too!
Among them, two interesting ones are;

The "hungry grubs" - part of the mist moth hives. These little creatures swarm to your position. Even if they deal small damage and have low health, they're can become a real danger by cornering and overwhelming your characters with their numbers.

The "spitter grub" is going to spit weak but long poison at your characters from afar!
Poison activates when attacking, so if this spitter grub has support, getting rid of them (especially using "free action" abilities) becomes tougher.
On top of that, it'll slow your characters down, making reaching this enemy and stopping them tougher.
Its main weaknesses are its limited range and limited movement.

I've been working on other enemies too, which I'll post about at the next update in about a month from now (:
Composer
After a long process of interviewing multiple composers and asking them for demo tracks for Netherguild, I teamed up with the extremely talented Daniele "Elrehon" Coppola!
[previewyoutube=hEvTZVeXX0M;full][/previewyoutube]
This is his demo submission for the bandit stronghold's soundtrack.
Notable Mentions...
There's more things I worked on this month! Since I can't fit everything from the weekly
Netherguild Discord, I figured I'd drop a few honorable mentions.

Shooting from (or towards) a high-up tile will work differently to how shooting is normally done - it's tougher to shoot higher tiles from below (so you can only really shoot the ledge).

This means heightened tiles give much needed tactical freedom to ranged characters.

"Air canisters" are an idea I've been toying with for the city of mist -
They'd work a bit like explosive barrels, but instead of dealing damage, they just push units away when exploding.
This opens up the way to new strategies like attacking gas canisters with melee characters or pushing the canisters themselves, for a deadly combo that eventually pushes an enemy off the ledge, down to the next floor.

Netherguild will also take part in the Dreamhack steam event in the middle of October! An updated demo might arrive before or around that time too (if I find time between all the work on the new areas!).
Also, welcome to all the new guild leaders who found about about Netherguild from the Tacticon event last month! Glad to have you here :D
The end
And that's all for this update! What a productive month.
Thank you for checking it out, I hope it made for a fun read :D
Cheers and have a great October!
-David
This is a summery of weekly updates over on the Netherguild Discord
[ 2022-10-07 16:42:18 CET ] [ Original post ]