Super excited to announce that Foepower will be participating in the upcoming Steam Next Fest! It runs from Feb 24 - Mar 3. The demo is already available, so feel free to jump in before the festival even starts!
The earliest demo feedback has been super helpful. The most recent round of updates from the feedback shown below. Join the discussion in the Steam Community Hub > Discussions, or hop in game and give it go!
Updates in the last two weeks:
- Full font update for better legibility on all screen sizes
- Balance pass across all monsters, including new implementation of Added Damage mob ability scaling
- Increase information on Ability tooltips around Base Damage, Added Damage, Crit Chance, etc
- Tighten up enemy UI, showing Abilities left-to-right and Modifiers above the health bar for more compact reading
- Tighten up UI of floating combat text, cleaner display of Lucky and Critical hits
- Implement Crowd Control (CC) diminishing returns for players and mobs
- (Consecutive CCs last 20%(x) less duration each, resetting back to 100% on the 6th application)
- Combat now pauses when you find Loot, unless you are actively Fleeing at that moment
- New Leaderboard for Fastest Time to Level 30 on Warrior, so you can compete on speed as well
- Add Rhythmic Flow Foepower Trait - 3%(x) charge speed per rank, max 3
- Add Fearomones Foepower Trait - 7%(x) chance to cause panic and hesitation, max 3
- Buff Hunter modifier (gain 5%(+) crit chance in addition to its targeting effect)
- Buff Culler modifier (gain 4(+) minimum damage in addition to its targeting effect)
- Adjust minimum level/wave requirements for some modifiers and events (circusman), to allow for smoother and simpler low-level hero power buildup
- Nerf EXP gain % from Learner and Expedited Insight due to player's desire for more time in the mountain for merchants/etc
- Game now also saves hero progress at level up, but hero must still return to town to save their extracted Foepower!
- Show Mountain Found message in Explore so folks know to return to town if they've passed on entering earlier
- Kin Seeker damage is purple now, as it should be
- Added Explore hints explaining Adventure, Safety, and Kids game modes
- Improved keyboard/controller navigation throughout
- "F11" is now a quick way to toggle between Fullscreen and Windowed modes
- Behind-the-scenes performance improvements including strict-typing and node cleanup improvements
- Fixed a couple rare instability issues Preparations in place for full game launch:
- Balance pass completed for Warrior, Mage, and Inquisitor classes
- Warrior Revenge pulled back from 33%(x) dmg reduction and charge speed to 30%(x)
- Improved Mage (and Mage ability) recovery via Barrier
- Improved Inquisitor ability recovery via Heals
- Inquisitors now accelerate their React cooldown recovery by using Heal abilities
- Inquisitor react damage now scales with consecutive uses, encouraging multi-react play
- Arena boss difficulty levels & arena terms balanced
- Arena deathmatches set to start at Arena Wave 75 These changes are all live now in version 0.9.1. Enjoy!
