[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