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TippingPoint

Difficulty that lives in the step from one biome to the next. Arrive in a new biome in the last biome's gear and you will feel every hit.

CHANGELOG

Changelog

1.0.3

  • Stars now buy pressure instead of damage. A starred creature moves and turns faster, is slightly larger, and from two stars upward attacks more often. All of it scales with the number of stars, so creatures with four or five of them keep getting worse rather than stopping at two.

1.0.2

  • Creatures are moved toward what their biome expects rather than onto it, so a biome keeps its shape. A greyling stays weaker than a brute, which stays weaker than a troll - before this they all hit for the same amount.
  • Difficulty now goes up to 3. Raising it lifts a whole biome rather than pushing its hardest hitters past the point where your shield still works.

1.0.1

  • Backstabs now land on a creature that is fighting you but facing away. They were only ever landing on a creature that had not noticed you at all.
  • Creatures are never made to hit for less than they would have. The heavy hitters keep their weight; only creatures falling short of what their biome expects are brought up.

1.0.0

First release.

  • Creature damage anchored to the armour expected in the biome the creature spawned in, so gear from the previous biome puts you on the wrong side of vanilla's armour tipping point without ever taking blocking or parrying away.
  • Stars no longer add damage.
  • Creature stagger bars raised to a floor derived from the biome's anchor, so a weapon one tier behind cannot stagger. Creatures vanilla made stagger-immune stay immune, and creatures already stiffer than their floor keep their own value.
  • Two-star creatures no longer give the double-damage bonus while staggered.
  • Backstabs land on an alerted creature that cannot see the attacker, sharing vanilla's one-per-creature cooldown.
  • Bosses excluded.