Version 0.102 is another big one. It introduces the Rogue Expedition which plays more like a classic roguelike. I'm wanting to balance game direction and items around this mode primarily, and add more sense of progression and fulfillment with this mode. Rogue mode is still very early and I'm wanting it to be the primary "challenge" mode for everyone whilst the other modes exist for resource generation and customization!
Other than that new powerups are also added along with some nice new QoL's
Version 0.102:
** Bugs / Adjustments **
- - Weapon Balances from now on will be based around rogue expedition
- - updated visuals on Aura Items
- - buff style powerups now work with stacks properly (friend guard, cheer on)
- - Made Description Box BIgger when hovering to fit more info
- - moved mystery core from nightmare islands to rogue chests
- - fixed passive item bug on biome switch
- - added increasing costs to powerup in shops
- - can't get same island type in succession now
** New Features **
- - separated high score board to (normal / nightmare / rogue)
- - Cheer On powerup added (within 8 units +10% spd/atk/range/def)
- - Black Hole F (Periodically sucks in nearby enemies)
- - Shockwave (Periodically pushes back nearby enemies)
- - added Rogue Mode ( no stats carry over, even more unique rewards over here )
- - Hologram Egg Added
- - Hologram Slime Added (Currently Unbreedable to make more, egg only)
** Rogue Expedition **
- - separate high score board
- - stats are locked to level 1 leader + friend
- - totem buffs still apply
- - removed ability for island skips
- - removed ability to choose next biome (goes in order now)
- - each biome has 10 levels
- - clearing a biome loop (all biome) will bring you to a "Treasure Island"
