So here comes a bigger patch, I wasn't prepared the game would be so easy. Both with the characters leveling speed and strength. So had to tone them down, The main reason is for the allies which are arriving soon. Otherwise will the first enemies and allies at start become trash-mobs really fast, which isn't an approach I'm after.
Game mechanics
- Added a barely visible ring to show pickup-radius for the player.
- Allies Castle regenerate hp slowly
- The level-up window will now show your current level at top left corner
- XP orbs was hard to see behind tree's, so changed they use same Silhouette shader as enemies (red behind stuff), which is a bit logic, as the xp is dropped by them.
- Changed friendly silhouettes are yellow instead of cyan (was hard to see behind tree's)
Balancing
- Balanced the whole game, so the player won't grow in strength so fast as before.
- Decreased hp regen a lot, as it was way to powerful
- Increased how much xp you need to gain Character-progression-levels, but you will still keep your gained xp up until now (no xp reset).
- Changed so Bandits Stronghold (largest spawn building) spawn two times slower
Other
- Changed the xp-save/load system to easier balance changes to how much xp is needed for lvling
- When you can't level up anymore (out of talents to pick from), it will say "Max Level!" at bottom left, instead of its ordinary text (I didn't think it would be so easy gaining max-level in previous version)
- Changed mana-bar color, was a bit hard to see as dark-blue.
- Updated so talents will show 2 decimals, e.g. higher lvl beam could show increased value: Interval 0.2 -> 0.2 (it rounded to 1 decimal before) when it was 0.24 -> 0.16.
Bug fixes
- Fixed bug with you could obtain a Talent not yet unlocked by progression-level.
- Fixed bug with MagicMissile-Accumulator and Flash-Surge of Speed didn't always apply their StatusEffect.