Welcome to Alpha 2.5
New loot/gold distribution system
We've made substantial changes to our loot and gold distribution system, primarily to deal with exploit maps. You'll probably find that you'll receive slightly less loot overall, especially when playing on loot exploit maps. This is just a first pass, and we expect to be tweaking this a lot more in the future.
Loot distribution is now directly linked to enemies fought, so if you find your self not getting many loot drops, try and fight some enemies! This means that adventures with a substantial amount of chests at the start of the adventure won't drop as much loot, so keep that in mind when you're creating or updating your adventures.
Change to character rotation during attacking
A characters rotation can no longer be changed mid attack to help with target locking on enemies. Character rotation will adjust in-between attacks in a combo.
New player spawn marker feature
We have added the ability on the Player Spawn Marker to set the starting rotation for the characters and for the camera. To use, select the SPAWN entity from the menu and go to the marker in the adventure and you will see controls to set the rotations.
New Ability to override Adventure difficulty when publishing
Adventure creators now have the ability to override the difficulty setting for the adventure when they publish. This feature is being included because our auto detect system cannot always gauge how difficult a terrain layout is, so it can often mark it as an incorrect difficulty. Please don't abuse this and mark hard adventures easy ;)
Streamlined Prop tool bar and new variations system
With the constant addition of new props in each update, our toolbars were getting crazy, so we have re-designed how prop variations work. Now, if a prop has different variations, it will show you on the icon in the toolbar, with a count of how many variations.
When you place a prop, you can keep clicking (or pressing A) on that prop to cycle between each of the variations. Just leave the one you want and you are done.
Updated adventure indicator
We now mark each adventure on your world map that has been updated since you last started the game, so you can go and replay them if you wish. The indicators per adventure will only be visible for that session or until that adventure is updated again.
New Props
We have added a new prop category - MINES with a bunch of cool stuff included, as well as adding new stained glass windows to the facade category.
Check out a screenshot here...
We will continue adding to these categories and making new categories in future builds.
Dragon Scrolls
We now only distribute Dragon Scrolls on first completion of any adventure, not every time you complete one.
Alpha 2.5 change list
New
- Added new SLUG Melee enemy that shoots poisonous gas and the ability for a player to be poisoned for a period of time.
- Added the ability to name enemies - Just enter their name in the enemy UI display or leave it if you don't want the enemy named.
- Added new input switching to the settings panel so players can switch between M&KB and Controller in menu or ACK
- Added a new error checking system on adventure publishing to try to prevent broken adventures from being published
- Added new spinning icon to map to show which adventures have been updated since your last pay
- Added a check for busted adventures when you try and place them on your world map.
- Added overridable difficulty settings in publish screen
- Added new set of Mine props
- Added some stained glass window props to Facade category
- Added new player and camera direction markers on player spawn marker
- Added new prop variation system
- Added new AA setting to graphics settings panel
- Removed shadows from low quality setting in graphics settings panel to help with performance on older hardware
Changes/Improvements
- Gates now close faster
- Added a way of getting back to the start of Logical for those of you that rush through the gates without placing the barrel on the pressure plate
- Added some MIN/MAX char length info to some text input fields
- Water now gets darker as it gets deeper
- Improved character progress saving (in case your computer crashes)
- Re did ACK toolbars to prevent some funky UI issues
- Re-implemented keys for network games to ensure they sync correctly
- We now save all adventure meta data and local users data to Steam Cloud
- We only award dragon scrolls on completing unique adventures - not on replays
- Added ESC or [START] to back out of UI when locked on a prop or entity
- Improved the character is grounded detection to ensure the character doesn't get stuck on the edge of things
- The camera will now snap back to the item being edited when you finish setting up a logic connection
Fixes
- Fixed an error that could cause the world map from not showing
- Fixed adventure effects settings not being set correctly on UGC - All adventures that use effects need re-publishing - sorry!
- Fixed the creator leaderboard values being wrong
- Fixed bookshelf that had it's green selection box left on
- Fixed some column props not being rotatable
- Fixed some broken button hover colours in the ACK
- Fixed adding/removing traps was not updating difficulty score
- Fixed + HP from potions modifier not being applied when drinking potions
- Fixed several player ragdoll not sinking into the ground when being stepped on
- Fixed some interactive items UI not disengaging sometimes
- Fixed some UI rounding errors on Mana/Rage values
- Fixed an exploit where players could get through a locked gate by dropping a barrel
- Fixed being able to play blocked adventures when on controller