It's PATCHING timeeeeee!
NEW Skilltree:
Fortification! (Think like a fort. Be the fort.)
We've been wanting to implement another Armor tree for ages now, and we've finally taken the time to do it!
Field Repair: Every time you take damage, regenerate (1, 2, 3) armor after 3 turns.
Leaping Fort: On Jump, gain (1, 2, 3) armor.
(New Inspiration!) Refute Damage: If you would take more than 5 damage, take only 5 damage.
Armored Slam: If your armor is full, do 5 more damage.
We also been looking into some of the 8 pointers of the other skilltrees, and made a couple of changes:
Armor Spikes - Now returns (3, 6, 9) damage instead of (1, 2, 3)
Polish Armor (Armor) - On wait, gain as much armor as you would energy.
Quick Charge (Battery) - On wait, double your energy gain.
Brain Storm - Buffed to 15 damage from 10 damage.
The skilltree in general has updated texts, and should now be easier to read. We will continue to review and balance the skilltree.
We have also continued to rework abilities to give them more "oompf!"
We have now updated the animations and sounds for (including inspiration modifiers):
Base attack
Now does a little jump!
Warrior Charge
There is now a neat effect when you charge through enemies. (This is currently my favourite skill now, feels so rewarding...)
Rapier
Added various jumps, strikes, and BAMs.
Chakram
You can now see a line where the chakram bounced around.
Candlemage Conflagarate
There is now a huge swirling conflagaration on the skills target.
Mold Druid Mushroom
The mushrooms now Grow and Shrink.
Mold Druid Mycelin Port
You can now see the path the mold druid chose to travel!
Lantern
Buzzing! Sparkling! You also now more easily seen when inspirations have been applied.
Rouge Wither Poison
Now has a far better hiss effect to it.
Short & Long Bow:
A better "poof" effect has been added to their arrows.
Spear:
You can now see a neat trail behind your guy as they kill their foes.
On damage:
Added a small animation to the player character when taking damage.
Some minor audio changes.
Bugfixes:
We have finally found the time to fix it so that the angry remains of the berserkers are no longer visible. While doing this, we have also remade the effect to be less space consuming.
Various minor bug fixes have also been applied.
