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v0.1.5 Patch notes - I quit

Not the game of course. In fact I'm quitting FOR it. The past week at my office was also my last, since it's become clear I can't give my all at both places. This should mean a more rapid development process. I'd like to, once again, thank everyone who purchased the game and gave me feedback. This patch uses a lot of it to hopefully bring a better experience to players, especially in the upcoming challenge mode. Since PowersVR is a single player game, balance becomes less of an issue, and I get to
focus more on user experience, and the idea I'm trying to push is, of course, that you're a superhero! Superheroes are powerful, using their powers should be fun, so I went through all powers to try and determine what's fun, and what is just useful. This resulted in most cooldowns being removed from the game completely, Professor Hex getting reworked and a lot of other stuff getting changed.

As for the challenge mode, while it took a backseat these last few days, I was able to make some good progress on the system that will tie all of it's level together. I also touched up some of the art around the
sandbox and menus.

General

* Updated several older 3D models in the game to fit the art style better
* Redesigned the Motion Sickness warning screen
* Changed text around the game to more accurately describe heroes` abilities
* Ground movement abilities now move through different heights smoothly
* Holding down the trigger will now activate powers after their cooldown has expired

Professor Hex (Magic)
* Spells have been reworked
* Professor Hex now has three spells at his disposal
- A short range damage spell which applies a stacking damage over time debuff
- A mid range projectile attack, which deals damage in an area and pushes enemies away from it's center
- Three long range projectiles, fired in a volley, which deal moderate damage to any target hit
* Swapping spells is now indicated an effect around the player's hand

Zap (Superspeed)

* Zap can now strafe by turning the controller while running

Shield Maiden (Shield)

* Push ability has been removed
* Holding the trigger will now cause Shield Maiden to walk forward

Dark Prinxess (Laserbeams)

* Sound effect volume slightly raised
* Damage per tick increased from 5 to 8

Phaser (Teleportation)

* Ability cooldown has been removed

Fuego (Fireballs)

* Ability cooldown has been removed
* Fireball damage at minimum charge has been reduced to 10 from 35

Challenge mode progress

* General - 25%
- Need to implement new hero unlocks
- Need to implement highscore saves for all challenges
- New movement hero is in concept stage
- Work on new combat hero is pending
- Additional 2D and 3D art used in all stages required

* Zap Stage - 90%
- Need to implement win conditions

* Fuego Stage - 30%
- Core programming needs to be done
- Assets missing