Hey everyone! JayNic here.
"Oh boy… what have you guys nerfed this time?!"
Quite the contrary, JoePlayer! this update has some great features and balance changes that are very player friendly
"So you didn’t screw with my Party Heal?"
In addition to the balance changes, we’ve added a highly required feature. The ability to see Town Menus in your off turn! As long as you have discovered a town: the menu can be opened, and viewed. This even works in multiplayer! No more having to read through items to your allies! Just shift-click to open the Town Menu. It doesn’t work for Dungeon Merchants, or random encounter Merchants yet: but we’ll get there.
We’ve also got Map Markers! Ping a location by holding ”M” and Click and you’ll drop a marker for your team to see.
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Another nice to have feature is that we now treat Gold as an item. It gets it’s own item card, and now permits you to automatically share the gold amongst the applicable party members.
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"Wait… did you just..?"
Oh yeah… That’s right. You can now use an item during combat and attack! You can’t say we don’t love you.
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LIST TIME!
Changes/Features
- Item use in combat doesn’t take a turn! You can use an item and attack afterwards. This applies to all items except for Orbs.
- Inns and Safe camps now give 70% of character max health instead of static amounts (more health in late game)
- Herb, consumable, and town service costs scale more slowly, resulting in cheaper prices in later acts
- Later stage enemies drop slightly more gold on average
- The Town Menus can now be viewed off turn. This includes in multiplayer, and even if you’re not in town.
- Map Markers! Hold “M” and click to place a marker - even in the off turn
- The overall HP Curve of all characters is now increased: resulting in more health for late game characters
- Sharing Gold: when collecting gold, the gold appears as an item card, and allows you to share it immediately between party members or take it. Gold multipliers apply here so chose Share or Collect appropriately!
- Gold multiplier slightly reduced across all Lutes
- Side quests that give XP will now give XP to all party members if applicable to increase their value
- Crit logic has been redesigned. All attack types can now crit at a base chance of 5%. Certain weapons like knives and daggers have a +5% crit chance. The same logic applies to both players and enemies.
- Justice skill now works on any two handed melee weapon, and can proc on all attack types
- The Hunter’s Called Shot now always results in a crit
- Golden Bow now has Support Range
- Wild Mages do 20% more damage
- Localization improvements (thanks to everyone who helped out, we’re getting there!)
- Killer Bee now does level 2 poison attack
- Chaos Hounds -5 damage and -5% speed
- Encourage removed from Royal Droll Hat
- Volcano Hat now +3 magic damage
- Item sharing between characters now respects daisy chaining automatically. No more middle man!
- Dropstone now has more goods for sale on average
- Finally entered the future and got a 21:9 monitor. Expect ongoing improvements for this aspect ratio.
- Vampire Bats and Blood Birds now have Vampiric Attack which regens their health
- Added several more Dead Adventurers
- Orbs now have proper icons
- Small tweaks and polish to physics and ragdolls
Bug fixes
- The Restoration spell functions correctly in multiplayer
- Mislabelled encyclopaedia page
- Fixed an issue where dieing in a sea cave with no lives would cause a hang
- Scourge Encounter Cards now show who is in combat regardless of what realm they’re in
- Two Retrieval quests from the same location will now correctly give both items
- The Life Pool increases correctly
- Reflecting an attack now negates the status of the attack if any
- Finding an herb notification no longer appears twice
- Fixed a bug where the game would progress in a turn if the game was resumed on the first characters turn
- various localization bugs
- Fixed the text size of many item/lore entries that were overflowing
- Resuming a game in a dungeon with a dead character would show an empty Revive Encounter screen
- Dieing at the end of a dungeon with all characters could cause a game hang
- Fixed an issue to ensure that characters with high speeds will get TWO attacks at the start of combat (on surprise attack, and one regular)
- In some occurrences: beating Vexor may have caused dead characters to get revived, and the game to continue
- If Chaos reached full while not in proximity of land: the game could hang if attempting to spawn the Chaos Tower or Beast
- CONTROLLER: the Controller now will recognize if it is disconnected, and attempt to reinitialize when reconnected
- Fixed Crypt camera bug
- Fixed text box overflow issues for certain languages *cough*German*cough*
- Fixed enemy AI bug in online games that was causing some enemies to repeat attacks
For the King!
