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Working being done presently -

Ive made some big changes to the game's level layout algorithms.

The game has always used 'template' levels and adds obstacles and enemies in accordance to a variety of different 'sub templates'
However the old methods had room for error and this caused dead ends to occur, or players to have access to rooms they shouldnt.

Dead ends, Routes that go no where and access to areas that should be inaccessible are fairly common in early roguelike designs.

It is my responsibility to resolve these issues and over the past few months have taken the necessary steps.

I couldnt have done it without you guys though. Make no mistake.
The sheer number of possible configurations made it downright overwhelming for a group of 2 or 3 people to diagnose every issue... much less just one.

@_@

With the improvements made I can now do things the previous design didnt allow and this has made me redesign a lot of the core elements in the environments. You'll no doubt notice that I do use existing assets in these new level templates. Ive fashioned them in a more "painted design" via photoshop. I think this adds to the visual appeal of the game tremendously.

The biggest benefit though is I am no longer restrained to levels of a certain size.

You may or may not have noticed that each sub level is based off of a 4000x1500 (approx) layout.

I was restrained to this due to the spawn points, the load points and the exit points having to be fixed.

Much like vanilla BOI, where the doors to the next room could only really appear in certain parts of the screenlocked levels.

Now I can design stages and sub stages of all sorts of sizes.

Indeed each level can be more 'deliberate' in its design while still maintaining the same level of 'randomness' the game has always had. Perhaps more so.

I can design foreground elements more deliberately and reduce the risk of having them impose on gameplay

Additionally, Ive been working on the primary controls of Hervor.
Tightening them where tightening is needed and loosening them where loosening is needed.

I have added a new Heavy upward attack and a heavy downward attack

And I changed the way runs begin and end.

The Pre Run or Pre Cycle Load out menu I added thanks to suggestions from
User: Deathevn, allows you to use points gained from the previous run to enhance the next. I have decided to take it a step further and create a level up system

I also have some surprises you guys might enjoy

I will include another announcement shortly as I need to make sure everything is in working order before posting. I will also include these changes as a distinct exe in the update. This way you have both the 'old' and 'new' to compare.

This will allow me to know what you guys like what you dont like, and what p***ed you off.

Thanks for the support so far guys I really appreciate it.