NecroBlood

NecroBlood

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overall: 3.54
fun: 3.47
innovation: 3.08
theme: 3.74
graphics: 4.08
humor: 2.61
mood: 3.27

Lore

You are a Necromancer that is constantly raided by "Heroes", luckly, you know how to call the dead to protect yourself, but it has a cost, every ritual made for summoning a creature needs a blood sacrifice.

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If you download the game, you will download the outdated version

https://littlevalhalla.itch.io/necroblood

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How it works


Necromancer's Blood

The same HP that commands when you lose is the currency for buying minions.

Characters


Minions

#### Zombie
You need to have a grave on the floor, when it hits someone that is about to die, this someone have 50% of chances of becoming a zombie. Zombies lose HP over time.

Attack type: Surrounding area.

Swarm Debuff: Yes

#### Vampire
Fast, but fragile. A Vampire can regen his HP by attacking, doing it will regen a little bit of the necromancer's Blood.

Attack type: Single

Swarm Debuff: No (Single Target)

#### Skeleton
Slow, Weak and fragile. But cheap! When a Skeleton is not engaged in a battle, it returns to his spawnpoint.

Attack Type: Surrounding area.

Swarm Debuff: Yes

Heroes

#### Thief
Fast and it can get closer to his target before being detected.

Attack Type: Surrounding area.

Swarm Debuff: Yes

#### Warrior
Strong, Though and ignores SwarmDebuff. He is a nightmare. (And yes, it will get a little nerfed in the future)

Attack Type: Surrounding area.

Swarm Debuff: No (Imune to SwarmDebuff)

*Swarm Debuff divides your damage by the amount of enemies hit by the attack.

Tricks and Tips

- Warriors deal a lot of damage to a swarm but takes a lot of time to deal it again, use a cheap unit to trigger the attack and then use all your firepower against it.
- You can use skeletons to lure your Enemies together near some graves, then raise some zombies while attacking with your other unities.

I Hope you have lots of fun playing this game.

Patch notes

Patch 1.1.1


Bug fixing:


- HUD:
- Fixed a bug that didn't affected the visibility of the amount of Blood your necromancer still have; (Numeric representation)
- Fixed the minimum blood value to 0; (No impact in gameplay, just not to show -5 Blood on the HUD when you died but didn't shown the game over yet)

- Animation:
- Fixed a bug that didn't triggered the summoning animation on the necromancer;
- Fixed most of the bugs that glitched the moving animation. (as detecting and ignoring speed 0 that werent really 0);
- Fixed a bug that when the mage died he did the dying thief animation.
- Fixed a bug that prevented the Zombie's attack animation to occur. (He attacked but didn't shown it)

- Battle:
- Fixed an issue that allowed the characters to still attack the dead ones (And for vampires, that meant free blood).
- Fixed a bug that allowed the vampires to pursue enemies that didn't had the chance of coming inside the battlefield.

Balancing:


- Necromancer:
- Reduced health regen.

- Heroes:

- Warrior:
- Nerfed damage (Now he is weaker against single enemies and stronger against hordes, as it was intended);
- Nerfed the HP;
- Nerfed Agility (Now he is even slower).

- Thief:
- Nerfed damage;
- Buffed Agility (He moves and attacks faster);
- Nerfed the HP.
- Reduced blood award for killing it.

- Summons:

- Skeleton:
- Nerfed HP (He was too resilient for a cheap unit);
- Nerfed Agility;
- Nerfed Base Attack;
- He is 25% cheaper (Costed 2Blood now costs 1.5 Blood)
- Reduced it's cost. (From 3 to 2.5)
- Vampire: (Now he is usable)
- Nerfed HP;
- Buffed Blood drainage (from 10% to 20%);
- Buffed Blood drain that recovers the Necromancers; (From 5% to Half he get's for himself: 10%)
- Buffed his agility. (He moves really quickly and attacks quicker as well)

- Zombie:
- Increased the amount of Hp it recovers when he kills an enemy;
- Increased the amount of HP it has;
- Nerfed his attack damage.

- Graves:
- The graves break up 20% faster;

- Waves:
- The wave generator now creates waves with similar chances for all the enemies.
- Fixed a bug that made the first wave being always the same.
- Balanced the time in between the waves.

- General:
- All Fighting times are a little quicker.

Patch 1.1.0


Bugfixes:


- Necromancer’s maximum blood is now capped.
- Some engaging on combat issues.

Balancing:

- Reduced the Necromancer’s blood regen per time.
- Reduced the amount of life the Zombie regens when it kills someone.
- Reduced the amount of blood awarded for killing foes.
- Balanced Skeleton atributes. (He is weaker and slower now)
- Balanced the amount of blood that the Vampire gives to the Necromancer per hit.

HUD improovement:

- Added a numerical visualization on the Necromancer’s blood hud.
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