Hello, everyone!
We rolled out an updated yesterday and I would like to bring you all up to speed with new stuff and what we are working on right now.
Angry Monsters
We added a new mechanic to selected monsters. Such monsters when hit 4 times in quick succession become enraged, heal and deal extra damage. You can tell when a monster is on verge of becoming angry because a red exclamation mark will pop-up next to its health. The exclamation mark will go away if the monster is not hit for a few seconds. Auto attacks won't make monster more angry.
It should add a pacing element to fights introduce a bit more strategy and make hard hitting cards more valuable while simultaneously making AoE cards a bit more risky to use.
Columns in dungeons now cast dynamic shadows from player's light
While we won't add dynamic shadows to everything we thought that columns could use a dynamic element. It nicely builds gloomy atmosphere, we hope you will like it!
Improvements to Steam Controller
Valve has updated Steam Controller API and so did we! Not only icons for Steam Controller will be displayed correctly but also when mapping non-steam controllers in Steam you should get your controller specific icons in-game (where possible).
We have also tweaked targeting pointer and stun mini-game pointer speed depending on what type of controller you have mapped in Steam.
This was a part of a larger controller refactoring effort paving the way to possible more input methods in the future.
Other stuff
We also changed web kit from Awesomium to Chromium which is updated more often and had better cross-platform support.
Lots of in game effects were improved and new sounds were added. This kind of changes will be happening with every update now since we are constantly polishing visuals and adding more sounds.
We also added fluff descriptions to legendary cards and improved general card text to better describe mechanics.
Detailed patch notes
- Columns in the dungeon will now cast simulated dynamic shadows cast by the player's light
- New monster mechanics: Angry. Angry monsters get enraged when hit too often. When monster becomes angry an exclamation mark appears next to its health bar. Once enraged monster heals itself and deals extra attacks over a short period of time
- Legendary Divine potion changes. While it no longer has a chance for double duration it causes all attacks to heal player instead of dealing damage
- Charge/Teleportation icon will now be displayed under the card as well as in the dungeon for more readability
- Improved sounds effects for attacks and selected monsters
- Improved various visual effects in dungeon and GUI
- Charge/Teleport will now act more reliably near stairs/doors and will ignore collisions with player's missiles
- Icicles will now be hit by lobbed projectiles (spears)
- Legendary cards now have unique descriptions in tooltips and Identify Window
- Backend: Updated Steam Controller to better handle emulated 3rd party controllers (right stick won't be super sensitive anymore on emulated controllers)
- Backend: switched web framework from Awesomium to Chromium. Although it doesn't sound as awesome it's updated on more regular basis
- Legendary Amulets will now trigger on mana pickup in addition to health pickup
- Decreased mage's missile radius, should allow better trick shots
- Dungeon generation code was optimized - entering a new level should be a bit faster
- Small optimizations in dungeon generation time
- Visual improvements to spider mechanic tutorial
- Visual improvements to Mana Sphere
- More supporters added to credits
- Improved descriptions for most cards
- Fixed stuttering motion in ghosts, it should happen very rarely now
- Fixed a bug where goat would bleat and heal only when a non-legendary Heal spell was in effect
- Fixed achievement "Magic Friend"
- Fixes to Cathedral tileset
- Fixes to Hell tileset
- Fixed Ghosts' fear movement
- Fixed: Chaotic Ring one-click shield bash should work now
- Fixed small hiccup when level Summary Frame was opening
- Fixed a crash when Skeleton Belt wearing player was hit with a critical attack
- Fixed a crash when displaying upgrade tooltip on potion card
- Fixed Full Deck achievement
- Fixed Legendary Boots to work with all shockwaves
- Fixed mangled tooltip on common variant in Variants frame
- Added support for disabling coloring on levels for older Radeon cards that experienced glitches
Last but far from least: Rogue is in testing
Rogue's testing has begun; those who feel like enduring more than the regular dosage of bugs is worth getting an early look at that class can head to the public test branch. Details on how to access it can be found in this thread. (link will work only for game owners since there is no test branch for the demo). Be warned though, Rogue is a bit unstable right now and she will spend some time on the testing branch. Once we are satisfied with stability and her balance we will carefully pick the best date to unveil her and move her to public branch. I detailed our reasoning behind that in this this thread.
As always,
Stay safe in the dungeons :paperheart:
Konstanty
