Change Log

  • References to “gold” have been replaced with “shards”.

Item Review

Item NameTime Estimate (hours, pessimistic)NotesXander comment
Adrenaline4straightforward
Afterimage5straightforward
Aloe Vera5straightforward
Bad Taste5straightforward
Blink14This will significantly affect the logic in the movement system (we will need to add logic and accomodate around it. There will be unknown unknowns for this.)truth nuke honestly this one is too much of a pipe dream let’s cut it
Blood Bubble6straightforward
Blood Money5straightforward
Boxing Gloves5straightforward
Brass Knuckle5straightforward
Bunker5straightforward
Burning Passion7Does nearby units mean neighboring units? The stack seems confusing and the damage from burn can become a dev nightmare dependingi don’t think this one is that bad? it’s two things at once: giving burn to yourself and all adjacent units, and taking less damage from burn yourself. check here for details about stacking
C44straightforward
Catalyst5straightforward
Chain Lightning7Reliant on grid architecture for this. May take slightly longer. What is a chain limit?”Chain Limit” is admittedly a niche term and we only use it here. What we mean to say is that the lightning effect will hit every single opponent that is connected diagonally to each other, like a “chain”. There’s no limit to how many enemies can get hit, as long as they’re connected diagonally. I’m also considering making a cardinal version of this one to replace another item.
Charcoal2straightforward, however is it when the unit does an attack (and hits something) or when the unit GETS attacked and its their on hit?”On hit” is when the unit does an attack and hits something. “On hurt” is when the unit gets attacked and is then hit.
Cinders-
Deadly Benefits5straightforward
Deadly Microwave5straightforward
Decimation5straightforward
Double Tap8straightforward but can be a pain in the ass to implementfuck me man this is like the coolest one 😭 but I’ve updated the specs to say that it can only retrigger once (it will not recursively trigger itself)
Energetic5straightforward
Epidemic3In progress. Is there a limit to how “near” an opponent should be ? is it straight line or movement radius based?actually great call, there should be a limit. i’ve updated the file to specify what you asked about
Evasive Boots5straightforward
Explosive Debris5How much damage? also what is near?updated file to specify. (placeholder numbers of course)
Failsafe5straightforward… Voltorb spec. How is this common? is that a typo?not a typo, and dw about rarities for now 💀 we have been changing items so much that some don’t match their rarity anymore
Fire Crackers5straightforward
Frenzy5straightforward
Friendly Compass6straightforward, will require input from the grid team though
Gambler’s Aura5straightforward
Glass Shard5straightforward
Grave Mistake20Bespoke as fuck, will take some time to implement. relies on art team tootruth nuke, though art only has to make 1 sprite. we should ask the team if it’s easier to do items that are
Headlights6Relies on expose status effect being in. Also relies on grid having the diagonal cell checks added.
Hot Chocolate5straightforward
Hunter’s Mark5straightforward
Ignition8Same issues as double tap.
Incubation20Anytime we have to spawn things, it becomes a bespoke item that relies on creating new logic external to the item. Also relies on art team to create the bombthis is fathomable, although the bomb is already an enemy in the game it’s just gonna be on the player’s team. i see how this can fuck with game logic though. we’ll review this one
Industrial Fan12We will need to account for moving units with the grid system outside of their turn, applying procs when they move & damage, also relying on the cardinal adjacent direction logic from the grid domain.See Entities. This will be important for certain player/enemy abilities too
Infectious Kill7straightforward, isthere a limit to nearest thoughupdated file to specify randomness
Item Magnet?Blocked on making a decision for this due to the lack of a rewards system at this point. Otherwise, relatively straight forward…
LAN Power5straightforward
Last Resort5straightforward
Latent PowerN/APersist between battles is something we do not currently plan to support at this point.yeah that’s chill it doesn’t have to be persistent at all, spec updated
Leech5straightforward
Lifeline?wtf is per combat, also please re-word this as its confusing.it’s once per battle, combat/battle has been used interchangeably. also reworded to be less confusing
Live Wire6is this insinuating that we can attack a cell without anyone in it, and this effect will apply? is this not the same as firecrackers? also can we get a definitive answer to what X isfile updated to specify (on hit means you HAVE to hit a guy for it to trigger, not just an empty cell). also this item is supposed to proc on hit to the affected units too, so proc coefficient > 0. probably worth reevaluating estimate.
Lucky Shot5What is a base small amount of shards?placeholder value added
Magpie Bar5straightforward, will need to upgrade a lot of the proc call systems to accommodate for thisis it that complicated? on hit, check if HP > 90%, if so then deal more damage. what am i missing, is there an implementation quirk that fucks with this?
Mitosis10Double the effect, double the testing, double the edge cases, double the time to take developingreal
Momentum6straightforward
Money Bag5straightforward
Nuclear Finisher7straightforward but there are smells of complexity that im not aware of upon first glance…i smell it too. likely just needing to keep track of enemy’s health when the ability starts and comparing it on kill
Opportunist6straightforward
Overheal5Need more clarification on some of the terminology on this one.updated file to clarify — basically you can heal past your max hp, and that’s given as shield
Overheat6straightforward, just relying on diagonal architecture
Pain KillersN/ACan we not have this ability, it is a pain in the ass (bespoke) to have to accommodate for + introduces edge casesi didn’t think this was that hard to do, storing a list of damages to take on the nth turn in the future. But if it’s that fucked, we cut it
Panic Blast12Similar to industrial fan, we do not yet know the effects of pushing units outside their turn turn. This one will require more testing than usual.See Entities
Participation Badge5straightforward. what is x amount of shards.updated with placeholder
Personal Space5straightforward, what is xupdated with placeholder
Piercing Rounds12This one (may) be difficult to implement depending on how our attack logic is. We do not currently have a picture of that just yet, so this estimate may get updated.I do expect this to be complex so that’s fair
Quick Repair6straightforward
Rapid Strike?What is per combat? is this not just double attack ? pls rewordPer combat = per battle (used interchangeably)
Reckless Tactics9As this has multiple proc effects, dev time is increased.
RecursionN/AThis sounds like a recipe for infinite looping. No, even with the 10% flat chance reduction. If there is any stacking effect that may increase this chance, we are fucked. Edge case prone. We can revisit this when our systems are mature.RIP ok chuck it on the backburner
Red Visor5straightforward
Repair Amp5straightforward
Replay6straightforward
Reserve Battery?unsure for now about this until we mature the death logic a bit.TBH if you get this working we can remove Grave Mistake
Resilience5straightforward, define xupdated with placeholder
Restful Defense6straightforward
Roller Skates5.. is speed max movement?? clarify please.Clarifications added
Rubber Boots?Reliant on the addition of hovering / flying units. Will return to this for an estimate. Otherwise, relatively straightforward (5 hours)I actually changed the spec for this so that it doesn’t rely on hovered enemies. I guess it got overwritten (fixed now)

I don’t think we have designed any hovering enemies so… maybe we just don’t bother having them at all?
Sadist’s Smile6straightforward, would be nice for some grid shorthards / extensions for finding unitsupdated with placeholder
Second Degree Burn8Reliant on burn timing & priorities of items. Can be finicky for us to setup. What is meant by 50% damage? is it 50% of the burn? please clarifyIt’s 50% of the burn damage. Updated
Secure Boot6Just want to clarify whats going on with the description? also when do we spawn allys? is that like revive?Removed template from description

…fuck I don’t think we have any friendly spawns anymore. Only enemies do that. This might be one we cut.
Serrated Bullet6Can we get an example in these descriptions? for this, is 10% crit chance going to mean we get 50% extra damage?correct, changed description to clarify
Shield Breaker5straightforward
Shrapnel7that CAN hit multiple enemies or that DID hit multiple enemies? i know it says can but should it?I believe it was intended to be CAN, but tbh it makes more sense design wise to be DID. So I’ve changed it, but I recognise that makes it a lot harder to program. We can fall back if necessary.
Siphon5How much damage please? what is nearby?updated with placeholder
Slipstream5once again, what is nearby?Nearby = adjacent so I’m fixing any occurrence I see
Smoke Screen7Clarify surrounding radius pls. Does this require art? Reliant on grid domain for thisFoggy cell state is specified in Cell States and are used by enemies too
Soul LinkN/AWhat is a chip? This one seems bespoke & reliant on a new entity. Happy to revisit when we have a bit more system maturity.These items that spawn stuff should probably be cut until later in development lmao
Spelunking Boots7This is fine, for as long it is acceptable for the effects to be applied only from the time that the items existence. The item itself will track the cells, not the unit.Perfect
Static Discharge5straightforward
Steroids5straightforward
Stopwatch12This is heavily reliant on the undo & state tracking systems
Storm Surge5Clarify what nearby isyerp
Super Scope5straightforward
Thick Plating5straightforward
Trick Shot5straightforward, clarify what damage isupdated with placeholder
Trophy Necklace?reward system isnt planned, will return to this later
Under Pressure5straightforward
Uninspiring6straightforward… i think… is this for healers giving out health or shield?yeah it’s for characters like Bandit or Idol who apply shields to themselves or their allies. Whoever gets the heal/shield gets the supercharge (even if you’re applying it to yourself)
Vengence8straightforward, mathematics.
Warrior’s Spirit6straightforward
Weak Spot5straightforward
Weakness Exploit6.5relies on status effects, can be confusing from a percentage standpoint but that depends on how we implement it…