This patch has a huge focus on sound ambience and visual effects.
We are going to keep working on ambience in future patches, and this is just a first step to improve things.
We've added a vignette effect + a stronger hurt effect on the player. More changes are incoming here to make the experience more visceral, and to make new players understand that taking damage is actually really bad, and you should avoid it all costs.
Updated damage animations. Slimes splat, humans cry out, rats quack... squack? Squeak? Yes, that one.
Improved all zombie, rat, human and slime sounds.
There is additional fireball mage sounds.
There is additional ligthning caster and water maiden sounds.
Additional shield guard sounds guard sounds.
Upgraded door sounds on the door minigame.
There is now a crackle sound on the campfire.
Added sounds to the hunter pig.
There is now a "gore" effect when sacrificing on the altars.
Better woosh on round strike.
There is now MORE BLOOD EVERYWHERE. A vampire could probably taste the rainbow in the sewers now...
Improved visual walk effect on all hostile forces.
There are fire effects, fire animations, improved fire sounds.
Crossbow loading sound on the Crossbowmen.
Ratzooka load / aim sound.
New features:
You will find a damage log when hovering the mouse over the armor/health shield.
You will now get a reward popup for the item from a trap. If you are wounded, it'll pop up afterwards.
Campaign:
You'll find improved hammer icons for the tier 2 and tier 3 icons.
Bugfixes:
Fixed card reward from trap - there was 25% chance of getting nothing.
The candlemage and the mold druid had their cards all mixed up for the campaign. Didnt unlock the Mold Druid yet? Soon...
Cursor fix.
Nerfed the XP the illusionist gave. No more exp bombing!
Arrows on charge hover have been fixed to the new system.
Hopefully fixed a bug where the warriors CHARGE could lock the game on the Lantern fight.
The Patience inspiration mistakenly triggered on attack instead of on wait. This has been fixed.
