Scoring System
With the new procedural maps, the old scoring system didn't make as much sense. This patch introduces a new scoring system that is both based on the gate you reach but also your statistics throughout the game. The actual formulas will likely be tweaked over the next few weeks but the general idea will remain unless a serious flaw is found.
This should lead to more score diversity (in addition to the reduced difficulty curve) as well as some more interesting multiplayer cooperative decisions (the best individual stat in each category is taken for the group's score).
Tile Compression
This compresses the gate regions along with reducing the number of enemies on screen at a time. This should hopefully lead to better performance due to fewer enemies being on screen at the same time, but those enemies that do exist are more impactful due to the closer gates.
Teleporter Boosters
Teleporters can now power up, giving faster aimed-shot powerup. This should encourage moving around the map more as well as giving players a decision of weather to leave a well positioned location to go a different, potentially farther boosted teleporter.
Other Changes and Fixes
- Elite flying enemy now carried two smaller fireballs instead of one large
- Fixed stack overflow issue with orb trails
- Fixed quiver trigger area performance
- Fixed glove animation performance
- Removed extra details on gate towers for rendering performance
- Lowered first gate gem count
- Added option to disable gate gems
- Added Bow pull multiplier slider to Bow options
- Gates now immune to damage for 5 seconds after building
- Improved enemy health bar performance
