Developer postOriginal post (opens in a new tab)

2015.12.07: Hostile Harbor/Shivering Shipwreck

[Uploaded 2015.12.07c to address a handful of minor issues and make some adjustments to character stats.]
This update addresses a number of outstanding bugs, makes some minor changes and additions, like true passive abilities (rather than "faking it" with third- and fourth-slot abilities), and includes a couple of new floors to keep things interesting: the Hostile Harbor (pirates!) and the Shivering Shipwreck (g-g-g-ghost pirates!).

Thank you for all of your reports and screenshots over the last couple weeks; some of the bugs crushed here include saving issues for large dungeons, broken elevator AI, dying legacy champions, graphical glitches, and more--thanks to your assistance!

I am planning to enter another beta phase with several major and experimental changes over the next couple of weeks, so this may be the last standard update for a little while. I would love to hear your opinions on the beta changes when they are ready, though ːtotcordialː!

Changelog

Additions:

  • Hostile Harbor (Camp + Pool)--pirates
  • Shivering Shipwreck (Harbor + Barrows)--ghost pirates
  • Character passive abilities that automatically affect the battle rather than using tertiary and quaternary abilities to simulate this
  • New shader capabilities

Changes:

  • Savefiles re-named to avoid conflicts
  • Combined multiple "+2 max resource" messages
  • Revisions to some ability icons
  • Slight changes to some icon tooltip terminology
  • All characters reduced to no more than three ability entries (including passive)--only a few characters actually affected by this
  • Legacies now reset when you reset your stats (due to cleared prophecy progress)
  • Improvements to a couple of ability visuals
  • Warning klaxon sound is more intelligent; it now triggers when heroes are only one floor away and there definitely aren't enough minions to keep them from continuing on to your Sanctum--it should no longer be ignored

Fixes:

  • Elevator AI was behaving very poorly, causing tremendous congestion on the surface, in particular; everyone should move through the dungeon more efficiently now
  • Extremely large and busy dungeons with tons of heroes and minions could fail to save all characters
  • Legacy champions could mysteriously perish during dungeon destruction
  • A Shader problem on some older nVidia hardware
  • A couple of prophecies had recruitment objectives that could be impossible on a given playthrough, if the "wrong" floors were built
  • Legacy champions could end up erroneously assigned to the Sanctum in the next game
  • A single Balding Bomb use could count as multiple item uses
  • Items weren't always awarding resources when collected
  • Unnecessary healing pop-ups would appear on characters that had the maximum amount of health (9)
  • Animated particle animation glitch
  • Trap animation glitch when trap-disabler entered a floor while the trap was firing