✅ ソースは次の方法で検証されました スチームコミュニティ
- パッチのタイトル: パッチ 0.5.1
- パッチのリリース日: 4月 9, 2024
The developer of Underboard Playtest has released a new update for the game on April 9, 2024. この新しいアップデートで確認または変更される予定の新しい点は次のとおりです。. この情報は Steam の公式発表から直接抜粋したものです。
The Infinite Problem
Underboard is a game with a lot of different stats, one of the reasons for this is because we want character archetypes to have layers of multiplicative effectiveness, のように “effective health” for tanks being the result of multiple stat interactions for example.
A separate reason is because we want all stats to have pros and cons, this gives them an identity and allows synergies and counters to emerge.
一般的に, more investment should reward more power, but if you’re scaling a given stat, at some point there should be a different stat that becomes more effective to scale rather than keep scaling the same one.
In a previous patch we added Health Gain and Shield Decay to solve the issue about characters being immortal by generating too much Healing or Shield. This basically made Health and Shield lose effectiveness in longer combats.
We later changed Health Gain to Health Loss, making more damaged characters have a lower amount of Health they could recover, instead of simply recover less Health.
This was because we wanted to further differentiate the limits of Health and Shield, they are different stats and therefor should have different pros and cons to think about.
あった 2 other stats that had their own infinite problem, Hidden and Energy Burn.
Hidden Fatigue
The problem with Hidden was similar to Health and Shield, characters became immortal if they could generate enough of it. The solution could have also been similar, make it lose effectiveness as the combat goes on.
The less effectiveness solution was ignoring a key factor though, Health and Shield are absorption mechanics, but Hidden is an avoidance mechanic.
Absorption mechanics should be reliable, but avoidance mechanics should be riskier because when they are successful you avoid instead of absorb or mitigate. This is why Maximum Damage Reduction is 90% but Maximum Dodge Chance is only 60%.
それで, our solution was adding “Hidden Fatigue”, this is how it works:
- Hidden Fatigue starts at 0% and can be raised to 100%.
- Characters that gain seconds of Hidden, also gain that much percent of Hidden Fatigue.
- Hidden gains have a chance to fail equal to Hidden Fatigue.
This means that stats like Hidden On Wounded will never fail if the character hasn’t been Hidden, but a Rebel with Ambush could fail any attempt of gaining Hidden after the first time, increasing with every success.
We also buffed the Hidden On Wounded bonuses by 50% and the Hidden gain of the Rebel skill Ambush by 25% to make each instance of Hidden gained more impactful.
Tolerance and Resolve
In our early demo Omen, we had a “Chance To Stun On Attack” ステータス. We like stuns as a defensive layer and we wanted to bring them back for Underboard, but the stat had no counter or way of mitigating its effectiveness, allowing stun locks with enough investment. それで, we turned it into Poise Damage, with a Maximum Poise that increased on subsequent Poise Breaks to prevent stun locks.
Energy Burn has the same problem than Chance To Stun On Attack, so it isn’t fun when the enemy has it in high amounts. It is also too strong when your characters have it in high amounts because then the enemies never use their skills, turning bosses into glorified Health bags for example.
Both Energy Burn and Poise Damage are negation mechanics, so a similar solution could have worked, but we want different stats to have different pros and cons.
We decided to add “Tolerance” と “Resolve”, they work in the following way:
- Maximum Tolerance is equal to Skill Energy Cost.
- Characters that have their energy burned also lose that much Tolerance.
- Losing all Tolerance applies Resolve.
- Resolve is a buff that grants “Immune to Energy Burn” and it’s lost on Skill Use.
- Tolerance resets after losing Resolve or a Skill Use.
Characters only lose Tolerance based on how much effective energy they lost, and reducing their Skill Energy Cost will reduce their Tolerance, making them gain Resolve quicker.
This means that Energy Burn causes enemies to take longer to use their skills, but they will cast their skills if they survive for long enough.
We also buffed sources of Energy Burn in traits and items by 20% to make low investment in Energy Burn more impactful.
この新しいアップデートの詳細については、, 上記の公式ソースを確認してください.