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2015.09.03: Jurassic Jungle

ToT's build tree is based on five starter floor choices; there are ten such floors, and each one has an opposite. Generally speaking, when I add something to one branch, I should try to balance things by adding something else to the opposing path, and last week's Mounts update may have tipped one of those starter decisions in the goblins' favor. So here's a little something for the kobolds: raptors!

This update also removes access rule control. There are still access rules that determine whether a minion will enter a given floor, but they have changed slightly, and you can no longer cycle your floors between the various rules. Originally, I wanted players to have all of these foolish minions that wouldn't follow direct orders, but rather obey general rules that the Tyrant laid out. Players felt that was rather frustrating, though, so I gradually moved the game away from it, and by the time I had given players direct drag/drop control over all minions, the rule controls had become a bit unnecessary and confusing.

The "defend" rule is gone outright; minions now do a much better job of staying put when you drop them on a floor, so you can build encounters on any "patrolled" or "avoided" floor. The "avoid" rule now means that minions will never visit on their own--even if heroes are present--, but you may still place them there. The "off-limits" rule is only applied to checkpoint floors and means that you cannot even drop minions there.

There are also a ton of other minor changes and fixes contained in here, courtesy of the many gracious players who made bug reports and suggestions over the last week. Thank you so much, everyone ːtotcordialː!

Changelog

Additions:

  • Jurassic Jungle floor (Snarling Snare)--produces Raptors
  • Raptor minion--merges with Kobolds to produce Kobold Lancers (replaces Kobold)
  • Kobold Lancer--strong melee unit that pierces armor defense
  • You may now swap minion positions within a battle (swap will occur after current round of actions are completed)
  • Minions kept/lost during a merge are now marked in the Codex
  • Trap information tooltips on purchase buttons (damage and immunities)

Changes:

  • Minions should do a better job of staying where you place them
  • Placing more than four characters on a floor will "relieve" earlier minions, causing them to resume patrolling
  • Minions may be dragged and dropped onto the same floor they are already on
  • Removed access rule control
  • Removed "defend" access rule
  • Trap floors are "avoided" (effectively works as before)
  • Sanctum is "patrolled"
  • Hoard refill button requires reducing Hoard to two rows, to make it less tempting to press it all the time
  • Hoard refill costs only 25% of all resources now
  • Increased sliding velocity when dragging rows/columns, to make things feel more responsive
  • Slow recovery rate made slower (1 point every 25 seconds)
  • Removed a slight fade effect from the tops of many floors; this was dimming tall character features
  • Darkened buzzsaw and spear trap icons, to improve pack number visibility on purchase buttons
  • Genie and Ifrit have been given slower recovery rates
  • Mischievous Monkey now disables traps
  • Kobolds, Lizardmen, and Gorgons now have faster recovery rates outside of combat (due to lizard-like regeneration)
  • Purchase buttons are now sorted by difference from full pack; this will bump smaller packs (some traps and tougher minions) higher up the list, even though you are only buying one unit
  • Full pack purchase buttons are now highlighted in gold
  • Increased hero wave strength based on number of checkpoints in your dungeon
  • Some character appearances and champion varieties have been visually improved
  • The usual assortment of minor UI adjustments

Fixes:

  • New legacy display location would overlap one another with double-digit legacies (quietly corrected in 2015.08.30)
  • Play/pause button graphics were swapped (also in 2015.08.30)
  • Click priority issue with inventory (also in 2015.08.30)
  • Legacied workers could produce resources before the next game was officially started
  • Lavish Lamp is now listed as a requirement on Ifrit's Codex entry
  • Animation glitch on Dark Dwelling
  • Triggered traps weren't updating purchase button order
  • Tooltip background could use wrong width at times
  • Battle display moves more precisely with shuffling floors
  • "+[x] Max [resource]" text now adds up all bonuses made in that move and displays the total, rather than a bunch of overlapping texts
  • Attempting to make another grab while Hoard was in motion could cause Hoard to grab a seemingly random tile once things had settled
  • Poison attacks were not always poisoning for full amount