Update v1.1.0 is now live! Thanks to everyone that provided feedback. We have some big news regarding out roadmap coming soon, so stay tuned!
From the Devs
The full patch notes are below, here are comments we have regarding the changes. This patch included a lot of under the hood changes as we updated to a new version of the game engine which comes with stability improvements and tools that will help with development of future updates. There are also other changes, fixes and balance changes (listed below).
Updated Visuals
We have updated the look of characters with a new outline and shading effect. This new style also makes characters stand out in the various environments. A new game option has been added to revert to the classic style, but this option may be removed in a future update.
Balance
We felt some of the early levels were still a little high on the difficulty since they were so early in the game, so we have reduced the difficulty of a range of levels. As usual we will monitor this change and evaluate feedback, so if you are finding any levels too difficulty be sure to let us know.
We will continue to provide more updates to balance as needed, so keep the feedback coming in!
Patch v1.1.0
Changes
- New Toon look to characters with an outline to help them stand out in environments
- Added a new graphics option to choosed between the new Toon style or Classic style characters
- Updated the visual effect when summoning elementals
- The default FPS limit has been changed from 240 to 60 FPS
- The Anti-Aliasing graphics setting now includes an "Off" option
- The accessibility Open Dyslexic font now also supports German, Italian and Spanish languages
Level Changes
- Level 5 - Fletching Time - Made the start slightly easier by allowing the ambush enemies to be stalled before the first wave arrives.
- Level 11 - To The Bridge - Reduced difficulty slightly to take some pressure off in the early waves, since this is an early level.
- Level 11.2 - Rock Henge Challenge - Reduced difficulty slightly, particularly in the first wave.
- Level 16.2 - Iron Mine Challenge - Reduced difficulty slightly, particularly in first wave. Also reduced the instances where groups could spawn in the same lane.
- Level 35.2 - Corruption Weapon Challenge - Added Health Bars to the Objective Cages
- Level 38.1 - Snow Fort Challenge - Added Health Bars to the Objective Walls
Fixes
- Fixed an issue where some VFX would not always be cleaned up behind the scenes
- Fixed an issue where Spark Elemental projectiles would hit Rock Walls instead of going over them
- Fixed a rare bug where projectiles from Elementals could launch sideways, and improved handling cases where enemies were very close or slightly behind elementals
- Fixed a bug that prevented the accessible font option from working in the spell book
What's Next?
This patch was in preparation for the large content updates that we are working on. We have some exciting news about the future content coming soon!
As usual, please feel free to join our discord or jump on to the Steam forums and share your feedback!
Reporting Bugs or Performance Issues
Things have been pretty smooth so far for most players, however if you do encounter any bugs or performance issues please do let us know - we aim to fix any issues that appear very quickly! You can join our Discord and let us know, or email [email protected].
Join Us!
We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game. This is just the beginning of very exciting times ahead!
Join discord here
