This last minute update before the playtest shuts down tomorrow mainly adds a new enemy with a new mechanic: Skele Mage, who summons enemies from somewhere else in the dungeon. Also the system controlling where you spawn in the dungeon has been reworked.
Skeke Mage - As stated above. This new enemy is able to summon enemies from somewhere else in the dungeon to act as his reinforcements. Stop him before he finishes summoning them!
Escaping Mechanics - Reworked. Now, To escape, enemies and chests will drop an Escape Stone, which can be used anywhere at anytime to Escape. You no longer have to use a Warpstone on its' coresponding Obelisk to escape
Spawning mechanics - Pretty much a complete overhaul. The Greater Obelisk now randomly spawns you in one of many different locations around the dungeon. The other Obelisks found in the dungeon still act as a fact travel system. To Warp to an Obelisk, you must still activate it to unlock it, Then craft its' Warpstone using a new item found in the dungeon.
Balancing
Easy level enemies have had their HP reduced
Reduced the damage and mana cost of Weapon Skills to match the HP change to easy enemies
There should be no change in the ease of killing enemies with weapon skills. Only elite and higher enemies should be more difficult to defeat, compared to last update.
Added Attack Queuing for enemies
Enemies now will NOT atack you if another enemy of the safe difficulty level or Higher is already mid attack towards you. They will queue up and wait their turn. This should make fighting multiple enemies at once MUCH better.
Bug fixes
Sound blocking walls have been added to Gauntlet rooms to stop enemies from infinitely aggroing onto you when they are stuck outside.
This update will also be live in the Demo, which is going up tomorrow! Just another Extra reminder. The playtest will be going down tomorrow (evening probably) after the Demo goes live!
Thank you and have a nice day.
