Happy Holidays and Happy (almost) New Year! We've got a big update here today with a smaller one coming in early January!
It's time to give the game a huge makeover to get away from much of the temporary art that lined the walls and floors of the Trial floors. Our Artist, Kay and I have been working hard to remaster or completely replace tilesets and objects within the game, and the difference is quite amazing!
Old:

New:

We've also shuffled a few things around in the base camp to make navigating quicker and making npcs more accessible, as well as adding a couple new NPCs!
We couldn't quite get everything we wanted ready before the Holidays so there will be a part two to this update in early-mid January next year. Details of upcoming changes are below the main change log!
Change log:
- First floor and base camp tilesets completely remade and re-implemented.
- Floors two and tree currently use a palette swapped version of floor one, we couldn't quite get the other floors done before the holidays, but they'll come soon!
- Remade several object sprites such as the crafting bench, well and set dressings like crates, tables and chairs
- Touched up some other sprites that weren't in need of a full overhaul yet, but will be in the future
- Reorganized the Base Camp to reduce travel times in the hub and remove redundant staircases
- Added Derg and Kay to Camp
- Derg manages restoration materials, buying specific materials for increased prices, and also hears gossip from around the camp.
- Kay is a restoration artist and is currently busy studying the second and third floor's art.
- Added sounds for the Player having Low Health, Taking Damage, and full Aether, as well as when their shield starts to recharge.
- Made enemy health bars red so they are more visible
- Added Dummy enemies to the base camp for trying out builds
- Adjusted some room layouts to be more fair
- Fixed some controller menu bugs
- Fixed several issues with sprite Y-sorting
- Fixed other assorted bugs while retiling all of the rooms
Known Issues:
- Sand tiles need their contrast lowered slightly to help against eyestrain from repeating textures
- Introduce some variation to ceiling tiles for the same purpose
Upcoming Jan Changes:
- Non-palette swap tilesets for floors two and three
- Fully original music! Our new composer has been working hard on it!
- Add as many NPC chatheads as we can fit in before update time
- Updates to the workbench, sign and hazard sprites
- Update Tent Sprites
- Partial updates to enemy textures to help them stand out more and be more readable in the moment
- Add Sound effects for enemy attacks to help readability
