A new formula
[p]In the last announcement, we clarified that this would be the last DLC for The Last Spell, and that it would be different from previous DLCs. So, you might be asking: why exactly, and in what way? [/p][p]After finishing Elves of Amberwald, we made a clear observation: it would be extremely difficult for us to make another “race + map + 3 weapons” DLC that would meet our standards in terms of quality. When we make new content for the game, we want it to be fun, interesting and refreshing. It’s not that we have no ideas for new maps, weapons or races, but they would either be too similar to some existing content, or cost way too much to develop. [/p][p]Instead, we decided to focus on something else entirely: game systems and mechanics. Now, what kind of new systems do we want? We decided on three main points: [/p]- [p]The new systems should make runs more diverse and different from each other [/p][/*]
- [p]The new systems should add short or long-term goals/challenges to create new motivations during runs [/p][/*]
- [p]The new systems should be “optional”: players can ignore them during a run if they don’t want to use them, preserving the “vanilla” experience [/p][/*]
Introducing Divergences
[p]To make it simple, a Divergence is an optional challenge for the coming night. Divergences will appear every 2 to 3 days, at the start of the production phase, and will offer a choice between 3 options: [/p][p][img src="https://clan.akamai.steamstatic.com/images/35576831/653a72c063f81bae158ca7253236daab2d3f5846.png"][/img][/p][p]\[UI Work in Progress] [/p]- [p]Standard Divergence: an effect that will make the coming night harder for the player. It’s the basic version of the Divergence. [/p][/*]
- [p]Strong Divergence: a “hardcore” version of the Standard Divergence. It has the same effect, but boosted. In exchange, it grants more rewards. [/p][/*]
- [p]Refuse: this option will keep the coming night unchanged but does not give any rewards. [/p][/*]