Hi all! Lets roll:
★★★ ADDED ★★★
# GENERAL #
- TASK #4 is now always of boss-type ("light" boss) made of few T1/T2 squads or a new "veteran-elite" unit subtype (which is +25-50% reinforced [regular elite] unit with extra custom perks and orbitals)
- more status effects and keyword icons to status effects and item attributes: tired, grounded, bury, poison, toxine, weakspots, repel bolt, scysthe orb, axe wrath orb/blade, PAIN aspect "stigma" status
- vfx on inflicted [burden] (damage to stamina) and [manasap] (damage to mana)
- vfx + sfx on sap instance from a [soulfire] (blue flame that appears in the positions of killed elite units)
# ASPECTS #
- PAIN, added 3 new aspect-skills (11 total now), in short: big damage hits negation, more status effect infliction, more multi-target damage.
# ITEMS #
- AXE (weapon), on "divider" skill's insta-kill proc, additional vfx of a swing
- HAMMER (weapon), on "paintrain" proc (primarily knockbacked unit applies secondary knockback to other units), additional vfx and sfx
- WISP (orb), on "hp gate" proc (blocking from dealing massive damage to a healthy unit), vfx added
- NECROPIN (belt), on [necroneedle] strike vfx + sfx, [necroneedle] kill vfx + sfx
★★★ CHANGED ★★★
# GENERAL #
- units RECALL manuever, in it's movement phase now tracks the position of the player, instead of having a fixed movement direction
- units in [knockback] now "collide" not with the edge of the screen with a slight 30px inward offset, making them more present on the screen
- Global map screen, changed windows arrangement, on an Area selected, the global map slots are hidden now to clear the screen more
- Champions-, Warlords- and (new) Veteran-elites TIER is now selected based on chance heavy leaning towards larger tier, instead of pure random (55% to get T3 unit, 30% to get T2 unit)
- "Hollow" star type, changed bonus calculation, now it gives a bonus instance for each other Hollow-star that this one has a link directed to
- damage dealt to a knobacked unit from collision is reduced when that unit is struck into the edge of the screen, instead of the obstacle object (rendering obstacle objects more valuable)
# ASPECTS #
- PAIN, skills were heavily reworked, every skill received additional effect. The aspect system now works around "dissipator stack" points economy, how to get them and how they're spent.
# ITEMS #
- AXE (weapon), all skills that apply temporary states (carver, chop vortex, gutmonger, polarizer) on state end now play grey vfx of that state, to signalize it's end
- AXE (weapon) [native ability] on regenin full combostack on entering any weapon-related state, now also activates on ending any such state
- AXE (weapon), "chop vortex" skill rebalanced, 4 > 10 seconds duration, with +3 > +1.5 pts damage increased per hit
- HAMMER (weapon), "entomber" [native ability] knockback strength 150 pts > 200 pts.
- SPEAR (weapon), "gusher" skill damage cap increased 40 > 100 pts
- RHYNO (head), "Trainwreck" radius of "shove" 5 pts. -> 15 pts.
- NECROPIN (belt), "Necroarcana" severely nerfed, was way too overpowered
- RIBCAGE (head), "Lich Lord" buffed across the board
★★★ FIXED ★★★
# GENERAL #
- (important) Units type from previous missions could spawn as elites in next ones.
- POI type, "Energized blood", description had wrong header and typos
- [Task types roadmap] (this time for sure), where they are built in [common > idler > common > idler] fixed progression
- (crucial) Stars (socketable meta) structure types "Voided" and "Hollow" were unable to spawn during [structure types random roll]
- on completion of a task related to [unit squads], all other unrelated [squad units] had their respective HUD banners removed
- [Inventory tab] is still showing ingame, when it's turned off in the settings
- [Skills group buttons] were not working in [Ingame menu > inventory slot > item skills] window
- on exiting from [Ingame menu > inventory slot > item skills] window into the [ingame's upgrades roster > item's upgrade] window, all skill group buttons and skill slots were removed
# ASPECTS #
- PAIN, "agony rush" skill, some negative status effect were tracked as always on, giving top-most amount of velocity boost at all times
# PERKS #
- "Massive", on level up was giving HP regen isntead of HOT pts regen
# ITEMS #
- "Razor Pyramid" (neck), "Sharp Crust" skill description, was showing much lower [max. armor given] value
- "Razor Pyramid" (neck), "Sharp crust" skill , "Ice crush" proc had immense scale, causing the whole screen to flash in blue
- AXE (weapon), "carver" skill, multi-triggered on [stagger sustained], making a sound loop
- AXE (weapon), "the carver" skill, bleed chance was bugged of being 1% of the stated amount
- SPEAR (weapon), "crossblade" skill, [weakspot levels] were added only on [armor pierce] proc, and not by a pure chance roll
- GHOSTBLADE (neck), "frost fang" skill, distance was calculated from the aspect instead of a talon, and additional damage from consumed [tortured soul's] purity level wasn't added, vfx was over the [talon crystal] instead of the struck unit
