This update focuses on some preparatory changes for a future combat overhaul and other upcoming content. Most significantly, I have reorganized all of the game's character assets in order to better accommodate large, non-humanoid characters and optimize some of the game's texture usage.
There is a new thing called "firm defense," which are points of defense (armor, agility, or ward) that never fatigue. Some of the tougher characters have been given a natural point of this, but mostly firm defenses will develop as a character levels up.
There are a lot of other changes here based on your feedback and requests; thank you so much for continuing to make reports and suggestions! Remember that this beta update is optional, and you can opt in from the game's Properties in your Steam library.
Oh, and we have a T-Rex! Last weekend was my son's first birthday, and we had a nice dinosaur-themed party, so this felt appropriate =). It can look a little funky in the elevators and the fourth combat slot, because it's quite large, but I'll be addressing this soon. It can also be merged with Gremlin Welders for something extra nifty...
Changelog
Additions:
- New Floor: Prehistoric Park (Jungle + Laboratory)--produces Tyrannosaurus minions, which can evolve into T-Wreckers when merged with Gremlin Welders
- Firm defenses--characters can develop points of defense that never fatigue
- Tooltips for most of the game's options in the menu
- New minimap backgrounds for trapped and checkpoint floors
- Minimap scrolling
- Offline Mode option (to disable leaderboards and other future online features)
Changes:
- Completely reorganized character assets (keep an eye out for animation glitches)
- Recruitment goals have been changed to level up goals
- Reduced experience gain slightly (this will go down more before the end of the beta period)
- Paladins and Students are now immune to corruption (Students will lose shadow immunity when shadow damage is phased out soon)
- Spruced up the large combat health hearts
- There is now a cap on the number of heroes that can survive destruction on a fortified checkpoing
Fixes:
- Codex button was not closing the Codex, if the Codex was already open
- Whether or not an item has appeared in a round is now saved across sessions
- Health and defense awarded by leveling up were not always consistent
- Some longstanding animation glitches (but there may well be new ones to discover now)
- The Surface would flash when heroes gathered on it (just looked unnecessary)
- Restored some missing fear attacks
- An issue with tooltips while the main menu is open