#New terrain type: deep water

1 messages · Page 1 of 1 (latest)

normal wave
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Would replace some of the existing water tiles, like tiles in flooded piranha room.

This terrain takes twice as long to traverse as regular terrain, unless the player is levitating.

Monsters will not pursue you across deep water if they do not fly, do not blink and are not aquatic (e.g. piranhas)

Swimming in deep water will make items leave your backpack before washing up on shore. My thought is that the item containers prevent this from happening for the stuff they hold inside them.

TLDR: Basically the murky water from Brogue,

I might add this to a mod I'm making. What do folks think of this mechanic?

keen bolt
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Sounds cool tbh

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I'd love it in shattered

frosty forum
novel mango
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glyph of flow should have unique interaction with deep water i think

analog ermine
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you can enter deep water as huntress and be immortal to alot of enemy types

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it just blink past it and cheese melee enemies as they cant pass the water

frosty forum
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Enemies won't chase you into deep water, but you gain a "swimming" status with a turn timer.

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When it hits zero you begin taking damage every turn.

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Swimming is also twice as slow. So you waste double the turns and enemies are able to circle around to where you're trying to shore up depending on the room generation.

analog ermine
analog ermine
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Its cool just needs a few tweaks

normal wave
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Yeah, the enemies not pursuing is kinda busted, maybe deep water just slows enemies