It's a boy! As I've mentioned probably too often for official posts, my wife and I had been expecting, and last week, she gave birth right here at home to our first child, Atlas. It's been an amazing week, despite the near-sleepless nights and the practically progress-free days. To celebrate our new son, I whipped up a pack of Suave Scoundrels (the alternative, daughter-inspired Femme Fatale pack will have to wait for another time--though probably not for an actual daughter =)).
Included in this update is the dissolution of the "hunter" minion type. I finally decided to just make all of the patrolling AI smarter (rather than just predictable), so now patrolling behavior includes some of the hunter logic; minions will attempt to cut off heroes that slip by. I actually rewrote large amounts of AI while making this change, so we may need to keep an eye on its performance.
There are also a number of UI adjustments and improvements, as well as a bunch of groundwork being laid for some upcoming features.
Speaking of which, if you would like to help test some potential major mechanical changes, here's a thread on how you can help: http://steamcommunity.com/app/340360/discussions/0/610575007204564803/
I'm sorry for the relatively huge delay between updates this time (ten whole days!), but things are finally starting to calm back down, so I should be slowly returning to the more regular update regimen I had been keeping up.
Changelog
Additions:
- Suave Scoundrels hero pack: Human Musketeer, Elven Bard, and Dwarven Privateer--build the Turncloak Tavern to discover their prophecy
- All minimap floor highlights are now also applied to the outlines of floors in the dungeon view
Changes:
- Folded "hunter" AI into the "patrol" AI, and eliminated "hunters"; AI should generally be more intelligent about tracking down heroes that have slipped by, instead of just blindly patrolling all of the time
- Lots of internal changes to prophecy handling, in preparation for future, non-prophecy objectives
- When dragging or hovering over items, the variable floor highlights are more drastic than before
- Moved ritual count to right side
- Scaled purchase button brightness with number of units on offer
- The usual batch of other minor UI adjustments
Fixes:
- Some small errors and shortcomings in the character animation system
- Champion projectile attacks were sometimes launching from the champion portrait rather than from the character itself