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Catching up

The goblins have learned to shout back

Rallying Cry and Called Reinforcements give melee enemies different ways to interfere during a ball.

  • Enemies
  • Combat
  • Counterplay

I didn't want every enemy to feel like a mage with a different sprite. Goblins now have Rallying Cry: a marked feature counts three hits, then brings the melee line closer. Other shots don't reset it, so avoiding that feature matters. If the line can't advance, the frontline can get a stronger next attack instead.

Several goblins can mark different features without their counters becoming one big synchronized mess. Their actual physical attacks still wait for combat resolution. The warning is about the position you're putting yourself in next.

Armored enemies have Called Reinforcements. Hit different features to break the ritual before it finishes, or deal with another weak enemy joining the back. Summons have limits, so this can't produce an endless queue of goblins. These are different reasons to change shots while the ball is still moving, which is the part I wanted.