What do you mean "final attempt" at Arcade Mode? With all three Catalysts equipped, it's extremely difficult, yet more fair than the old Arcade Mode thanks to the reduction of absurd situations. The new "vanilla" difficulty should be a decent challenge for people who are used to Story Mode. With this, there are now four difficulties in Arcade Mode. Beating the mode again will unlock another Catalyst, up to a maximum of 3. We still wanted the skill ceiling in Arcade Mode to be very high, so we decided to implement difficulty looping (like Dead Cells' loop mechanic Boss Cells, etc).īy beating Arcade Mode (a proposition that's no longer a Herculean achievement) you will unlock a Catalyst that can be inserted into the Grindea-statue in Arcadia. A player that could easily beat Story Mode might struggle greatly to get even halfway through Arcade. Lastly, Arcade Mode has been way too difficult. We hope this will result in less fatigue when playing!Īs a part of this we've also introduced "gauntlet rooms", which is basically regular rooms but with different types of enemy reinforcements arriving! These rooms are generally much tougher than the normal battle rooms, and adds some variation to the run. So, we've now made each floor represent its own biome, and also capped the maximum amount of regular rooms that can be created each floor. Looking forward, with the Dragonbone Dunes and Lost Ship being added, the double-floor layout seemed unsustainable. The floors also increased in size as you went, resulting in one complete run being an endurance test that could last well over an hour. There's currently 100 different pins available, and four can be equipped at the same time.īefore this update, Arcade Mode featured two floors per biome. ![]() Your arrows might suddenly explode on impact, basic attacks might empower the next spell, or you may simply get a cloud summon for free! The idea with the pins is to give a little bit more uniqueness to every run. Pins is a mechanic that, when unlocked (happens early), will give the player various modifiers that can make them very powerful if used the right way. ![]() When playing Arcade Mode, it's easy to fall into a groove of doing the exact same thing over and over, and it can become quite monotonous. In what will be our final attempt at sweeping changes to Arcade Mode to make it more accessible, we've made three significant additions to it: Pins, Length Reduction and Catalysts. You can see the details in the patch notes, but the kind of changes we're talking about is stuff like more readable indicators, less disruptive randomness, more clear windows of vulnerability, etc. All these changes are basically "quality of life" changes that remove certain jank scenarios, especially for people playing close-range builds. ![]() If you've been on the fence about Arcade Mode before, please do give it a try to see if you enjoy it more now!Ī bunch of enemies have received changes of differing magnitude, and the shield has become stronger in general - especially shielding without perfect guarding. So while Fred and Vilya have been making graphics for the upcoming Story Mode polish phase (wrapping up loose ends in the game world), the programming budget has been put towards a last push at making Arcade Mode a more pleasant experience, and in the process improving some enemy behavior for both Arcade and Story. Arcade Mode additions + changes, and enemy balance changes
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