Greetings, Mortals!
Great news:
This is a big patch, we've made a complete overhaul of game's core algorithm, the revision of important aspects such as Foe's AI allowed us to achieve a great cpu performance boost even doubling the amount of concurrent enemies.
We've expanded game's content, adding new sub-levels to each existing theme, new Foes where also added to all of them.
FEATURES
Refactored foes AI (big CPU performance improvement).
Foes re-balance: we've increased the amount of Foes in the game. This is something we've long planned to better comfort our type of game, but some changes should had been addressed prior doing this. Enemies attributes where also re-balanced to fit this new style.
Game expansion: We've pushed out the vertical-slice presentation of our current dungeon themes expanding them. All existing themes where affected, most of the time being increased on its size and there is now sub-levels for Old Village and Dark Temple.
Diversified game-play (mini puzzles): still very bare-bones, but now you'll find find-the-right-lever and jump-to-safety puzzles. That kind of stuff is something we'll be moving towards and improving in the future.
Equipment decay system: broken equipment are no longer dropped into the ground, instead, each player's slot displays a color on its background refering to the current durability of the equipped item. When a item reaches low durability a icon is also shown on the screen.
Engage AI: this one starts a serie of new behaviors to be implemented. Engaged foes will circulates around its target and attack eventually instead of the simple seek / kill behavior.
Complete refactored existing Desert and Dark temple challenges.
Persistent checkpoints: they are now persisted on save-game, allowing you to resume from the last one even after restarting the game. This system still very bare-bones, but it is the base architecture for the upcoming fast-trave system.
IMPROVEMENTS
Steam friends sorted by who is currently playing the game.
Filter steam friends by name.
HLOD generated for some static transition maps (GPU performance improvement).
Desert dungeon entrance moved to main-hub.
New level stream algorithm.
Dungeons generation algorithm updated (more rooms and better randomized areas).
Melee attacks now causes knockdown to foes most of the time.
Health and willpower fully replenished when Players level-up.
Pt-br Localization updated.
FIXES
On screen damage text not being destroyed (memory requirements improvement).
Scaled Foe's level on multi-player.
Unidentified items won't show any properties anymore.
Status bar now displays character name instead of player name FIX: Project settings updated.
Old village light.
Levers refactored.
Catacombs challenge's success not loading reward totem and lever.
Duplicated challenge's bosses on clients.
Projectiles won't push foes anymore causing stuttering on them.
This is an major update, so there still a plenty of stuff to improve / fix, new patches will be rolled out on the following days addressing those. Please report your issues.
Enjoy!
Regards.
