This patch adds a number of gameplay and general improvements. This is part 1 of the gameplay and general improvements patch. It is a very large patch and so I decided to split it into 2 patches. The next patch will be another gameplay and general improvements patch.
- On king's tower level, the missing scenery "back" blocks felt off and so I made it level.
- On King's Tower level, when doing lightning, if no block is underneath the mouse, the lightning will summon all the way to the bottom, making it look strange as you can then see the top of the lightning sprite/image. It now will create at the top of the HUD as the lowest point. I did not yet test this with the gamepad and will do that before the speedrun patch.
- During Chaos and Hades modes, on any level with snow trees, the scenery randomizer would not randomize them into something else. This was because I did not code them into the scenery randomizer. I have enabled snow tree to randomize now into any of other 7 tree types.
- Reduced number of times to catch the bunny to 2. I did a lot of testing and decided that 2 times to catch the bunny will be best for speed runs. This way if 2 people were speed run racing each other, if one did not go for boots and one did, the one who went for boots would be "chasing" the other speed runner. This would make for an exciting speed run race. Both ways are pretty close and balanced.
- Player now received an alert when a new buff is available to find
- Updated the game's image on IMDB to be the new cover art poster
- Updated the game's image on speedrun.com
- Implemented a Troy palace portal trick. On that level, you can now perform a trick in order to create a portal at the bottom of the level that teleports you to the top. It's a lot of fun and just another fun secret in the game. To learn the secret, go to the game's discord and ask.
- I tested if faux inner blocks could improve the speed of game at all. I tested and found no noticeable improvement in fps.
- Moved higher quality fonts to Polish patch
- Moved compiled intro video files to "Included Files", which will mean it doesn't need to get built by client and will use those files instead of extracting them.
- I implemented a more advanced system for summoning bone allies from lightning. It used to be that you simply kill enemies to charge your lightning. You could then summon a lightning bolt and create a bone ally. This is still how it works if you have 5 or less bone allies. Once you have 5 bone allies, any additional lightning charges will be orange and will not create a new bone ally for you. It will instead empower your 5 existing bone allies. This increases their health, armor and damage. Once your 5 bone allies reach 2x normal strength, they turn yellow. Once they reach 3x normal strength, they turn orange. And once they reach 6x normal strength, they turn dark grey/stone. This allows the player to save up some lightning bolts to try and create stronger bone allies that stay alive a bit longer. It is more fun.
- Bones no longer heal a fixed amount of health. Bones now heal based on a percentage of the recipients health. This makes it more useful the more powerful a bone humanoid is. From a single bone humanoid, the bones generated will be able to heal 20% of another bone person. So if 20 bones are made from a single bone humanoid on its death, each bone would heal 1% of another bone humanoid. If the bone humanoid receives a bone and is at maximum health, then the surplus will be added to its maximum health. In this way, it is actually possible to heal super strong bone allies.
- Max lightning orbs to be displayed on the screen is now set to 55. This is more than enough for anyone. Additional orbs can still be generated by killing enemies, but they will not be displayed. I chose 55 because in a 4:3 resolution, 56 would overlap the enemy portrait.
- King's bow highlight origin was off. I fixed it.
