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[Beta] 2015.07.07: Hoard Refills

[Due to ongoing mechanical changes, this is a beta release; you can opt in to the beta by opening the game's Properties from your Steam Library, and browsing to the "Betas" tab. Many Steam features are disabled in this release, but I greatly appreciate any comments and suggestions our testers are able to provide. I aim to push this out to everyone within the week. It's also worth noting that if you opt to receive beta releases, you will continue to automatically receive normal releases once the beta becomes obsolete.]

Tonight I'm introducing a Hoard Refill mechanic, whereby you can choose to refill your Hoard at any time by clicking the huge refill button that appears as you empty it. Refilling your Hoard costs 75% of each of your remaining resources, so if you're rich, you may be better off awaiting tiles from above, but if you're short on gubs, it's pretty low risk to buy a refill. When clicked, random tiles will rumble up from the depths, pushing the previous dregs to the top.

I fixed a couple of bugs and made some rendering engine changes, so be wary of any graphic glitches. I also added more information to the character tooltips, so now you can check weaknesses/immunities/damages and match minions with appropriate heroes--without opening the Codex!

I have one more mechanic I'll be adding to this string of beta releases this week, and after it's been rolled out, and I'm feeling confident in the state of the game, I'll push all of the new stuff to everyone--I expect sometime late this weekend. Thank you for all of the suggestions and reports =)!

Changelog

Additions:

  • Hoard refill button
  • Traits and attack types are now displayed on character tooltips
  • Poof effect when dropping a minion on to a new floor

Changes:

  • Some underlying rendering changes were made to the engine (these types of changes have been volatile in the past, so please let me know if you notice any strange graphical glitches)
  • Abilities that deal more than 5 damage now read "[icon]x[amount]" rather than showing that number of damage icons
  • Reduced hero wave numbers slightly, adjusting for the new checkpoints

Fixes:

  • Disabling the tutorial before the "make a move" entry could prevent you from moving tiles until you re-enabled the tutorial and completed that step
  • Fixed graphic artifacts on construction UI scroll bars
  • Checkpoint floors were not being maintained across games in a single session with legacy floors
  • Elevators were not being replaced appropriately after legacying a lot of floors