Sup folks!
It's been a while, huh?
I've got a bunch of tasty something for ya: graphics, mechanics, all kind of stuff.
Here we go:
★★★ ADDED ★★★
# GENERAL #
- NEW 6th global map tile type "Wastelands", with native trait of "tunnels", when units can now spawn on the random map points, and not off the map (will appear only on the new map generation)
– ingame map background textures, in 2 groups: mask and texture patches, visibility of both can be toggled in Options > Gameplay tab
- vfx of a "surround" on a temporary squads drafted (effectively surrounding and sometimes following the aspect)
- vfx of points added to/subtracted from Force bars (Fury, Heroism & Strife)
- additional description for keywords in STARS description (MEMBRANE main menu tab) (for terror/heroism/torment/powersplash etc )
- shield charges HUD (with custom icons for each shield size) for units
- for [Aspect], [Perks], [Armory] and [Ingame menu] screens, added hover-icon to show resulting bonus stats (from the STARS installed in the MEMBRANE tab) 
- growl sfx on unit collide with an obstacle/screen edge and sometimes on just receiving damage
- default effect on a unit having [weakspot levels], now each [weakspot level] gives extra 5% [accuracy] (flat negation of unit's chance to dodge/block the players attacks)
- on hovering above [deatblow blocker] section in the ingame menu, it now lists all the source of deatblow blocks and their amounts
- VALOR system, on a unit type unlocking a perk, a popup frame shows with a perk name on the Engage panel (top-right screen corner)
- vfx+sfx on the FORCE panel, when squads boss-type task starts
- onscreen vfx of: voidfield perk being active, aspect's slow debuff // can be toggled on/off and opacity-configured in the [settings > gameplay] tab
- minimap, icons for talons and shrines // can be toggled on/off in the [settings > UI] tab
- vfx signal on the mana minibar (under the player avatar) for [not enough mana] when any orb tries to cast
- [Quick hints] mechanism, explaining few key features when you "interact" with them, or they trigger
- [New items] visuall aid, in the [items roster] window
# STARS #
- sfx on [Boiler] proc (negating stagger+silence on standing still, while awarding EXP)
# ASPECTS #
- PURGE, gained many changes/reworks to most of the class skills (mostly extending/adding functional and visual effects)
★ added HUD vfx of [tilt stacks damage instances counter] (amount of hits taken before a [tilt level] is lost)
★ vfx of [tilt level] gain
★ vfx of units affected by [death stench clouds] and vfx on [BITE OV DECAY] skill strike on affected units
- RAMPAGE, vfx of [hellgaze portal] spawn
- RAMPAGE, 2 new skills (total of 12 now)
- DREAD, sfx on unit's [silence] status infliction
- HAVOK, vfx + sfx on [absolver state] activation/deactivation
# ITEMS #
- CARAPACE (torso slot), [Stoic Shell] skill, received extra effect of reducing incoming movement reductions
- DUST POUCH (neck slot), [Momentum Funnel] skill, vfx + sfx on aspect's movement debuff removed at the cost of a random summon's life
- GRINDER HORNS (head slot), [grind charges] hud vfx, they are now visible near the aspect
- EMERALD EYE (face slot), vfx for [Power Madness] and [Cunning skull] skills, while their efect is active
- BARBED WIRE (belt slot), additional vfx of a [Scourge golem] summon spawned/dissolved
- RIBCAGE HAT (head slot), additional vfx of a [Wraith] summon spawned
- COLOSSUS (ring slot), [tidebreaker] state, sfx on entering and ending the state
# TASKS #
- +4 NEW[idler] types: "minefields", "bombardment", "arcane frenzy", "magic hail"
- +1 NEW [common] types: "cursed rite", "dark conductor"
- LAST STAND, minimap markers for elites spawned from the portal, and a minimap marker for the portal itself
- sfx + vfx on [wrath sigil] pickup during [idler] task types, to signal that task's timer is boosted from it
★★★ CHANGED ★★★
# GENERAL #
- Squad banners now color-coded based on their relevance and role:
★ green - "Hound" squad, constantly respawning and growing in power along with tasks progression,
★ brown - generic, red - task-based squad,
★ violet-ish - task-based but spawned by Chaosrite mechanic
- native unit's damage resistance (flat and percent) reductions now moved below the [armor] and [barrier] reductions, that will result in more damage dealt
- Added a 0.5 sec delay between any units attacks/skill, to give a bit of breathing room to the player, when the crowd is really dense
- All [squad units] are 50% more spread out
- units that go offscreen have their [mana & HP regen] blocked for the duration
- on going into a [tired state] (out of stamina) a squad-member unit now can sap from the squads's reinforcement timer to regain some stamina. This will make squad-members maintain formation longer, while giving burden damage (damage to stamina) also affect the squad's reinforcement timer (ability to respawn members) additionally to just dealing damage to any squad-member.
# UNIT TYPES #
- CLAW unit type, attack arc of both skills reduced 160 ⇒ 140 deg
- SABO unit type, grenades throw-attack accuracy -15%
- FUME unit type, base attack now spawns more flame instances based on elite rank of the unit (basic elite ⇒ 3, hero-elite ⇒ 4, boss-elite ⇒ 5)
- SAGE unit type, base attack damage of each projectile reduced, 15 ⇒ 10
- BOLT / unit types, arrow projectiles collision box is much "tighter" now
- BOLT unit type, acid pool collision radius reduces to appropriate size (was slightly bigger then visual)
- SHIFTER unit type, after teleporting a unit, that unit has 2 sec cooldown before doing any attack/cast actions
# PERKS #
- In [Perks screen], selected [passive] perks will no longer show activation key hint for them
- OBELISK, on standing still mana regen per second, 10 ⇒ 15
# ASPECTS #
- PURGE, default rewards from destroying the tomb is doubled (mana, combostack and [tilt stacks damage counter] diminishment)
- DREAD, unit's [silence] status vfx now showed on top of the unit, untill the effect ends
- FAMINE, HUD area retextured
# ITEMS #
- Simplified descriptions of certain items, added a short TL:DR-style header hint for items with long descriptions
- SOLAR MANTLE (torso slot), Vital Refrection skill, max amount of deathblow negation charges per level: 1 ⇒ 2
# TASKS #
- Task-based solo squad, it's banner added to it's respective status panel (bottom-right of the screen)
- LAST STAND (specific for tile #18), portal the summons task-specific elites are now growing on being proximity-charge instead of shrinking, time to charge it reduced 15s ⇒ 10s
- Task #4, [squads] strength and arrangement changed to reduce difficulty slightly
# PERKS #
- AEGIS, barrier amount in pts. is depicted by different animations, with gradations of 30pts / 70pts. / 100pts. / 150pts. / 200+pts.
★★★ FIXED ★★★
# GENERAL #
- Minigame on mission's "Damage done" screen was not actualy adding the earned meta-points
- On "Chuck" unit type gets teleported by the ambush system (around runic stone), it's orbital projectiles get de-attached, removing potential tele-frags
- all unit types, damage of their skills were not scaling based on the giant/elite/veteran status of the unit
- on entering and exiting the [item's skills] screen from [ingame menu] screen
- [draft] squads were always heading towards the player, ignoring different pathing schemes
- [Blind] vfx on the units was not removed on effect's end
- [FUME] unit type, base attack was spawning only one flame instance instead of 2
- [WARSMITH] unit type, was able to stack [enarmor] vfx effect, overfilling the enemies vfx stack
- [MORPHER] screen, all 4 types of manipulation with a star were showing the [wisdom] currency icon as cost, instead of [force] currency, which it actually uses
- [CORDS] system:
★ info tabs switching with left/right arrows keys (while in the ingame menu and mouse-hovering on the "cords" icon) were inactive or inverted
★ bonuses were not recalculated on item install, but only on any item upgrade
★ connection conditions sometimes were tracked and showed wrong
# TASKS #
- LICH, stun bolts now rotated correctly towards the flying direction
- LAST STAND, killings of spawned elites was not counting towards mission progress, and sometimes target elite was not having specific banners above them
# ASPECTS #
- PURGE, [tilt stacks damage counter] is not affected while no [tilt stacks] are present
- FAMINE, famine area HUD was not correctly scaling regarding to it's related upgrades
- RAMPAGE, [Torturer] skill, % damage to [HP, mana and stamina] wasn't applied when unit was in [grounded] state, only when in [bury] state
# PERKS #
- MYSTIC, was not adding properly max. combostacks to weapons from the avaliable max. mana
# ITEMS #
- TEMPLAR (face slot), "Void Leap" skill, vfx skill proc was positioned on the aspect instead of the targeted unit
- DECEIVER CLAW (neck slot), item's main mechanism was not detecting presence of status effects on a unit, and procing mostly from a unit being below 50% HP
- EMERALD EYE (face slot), [Cunning skull] skill was giving way more duration for the effect then it should
- DUST POUCH (neck slot), [Choking gust] skill was applying [burden] to attached units every 0.5s instead of every 5s
And much much more smaller, or highly specific adjustments, balance/values tweaks, additional skill effects, fixes, typo corrections etc.
