As we're gearing up for the steam winter sale I'm releasing one more QoL-focused update. This includes plenty of fixes, balance changes, and improvements to character kits.
CHANGELOG
New Stuff
==================
- Added the "Judgement" effect to both priest spells. Causing enemies to explode when killed
- Witch's "Flame Wheel" spell is now a toggleable spell that drains energy as it remains active. Spell damage and size have been adjusted as well.
- Witch's "Fireball" spell now explodes when reaching target point
- Introducing the Hyena enemy, a simple melee mob with faster movement speed than the standard gnoll
Adjustments
=======================
- Decreased hold time needed to "Equip" items from ground
- Removed revolver from the chest drop pool
- Players now move at regular speed when performing melee attacks
Balance
- Rebalanced enemy spawn tables to be more lenient at beginning. Will probably adjust one more time in next patch to slow difficulty curve more.
- Enemy movement speed across the board decreased by ~20%
- Reduced enemy Heavies base health by ~35% - Due to scaling difficulty & rarity on mobs, HP on big mobs could get out of hand
AI
- Melee AI is more aggressive
- Enemy AI is optimized to recalculate pathing less when further away from the player
- Added some objects to navmesh detection for better enemy pathing. They are still getting stuck on some corners but overall pathing is much better.
Fixes
==========
- Runes stay socketed when upgrading weapons
- Gold and Energy are now affected by magic/rare mob drop quantity modifiers
- Fixed item duplication glitch when transferring a rune from one slot to another on the same weapon
- Fixed some tile boundaries in dungeon generation that would allow them to overlap
- Fixed navigation errors on the weapon & rune upgrade table for controller when upgrade was not affordable
