Progress update
Fixes are a little slower while most of my effort is currently going towards adding the new cities feature, as described in the city mission design post.
Patch notes
- Increase volume of dungeon music
- Fix end of level display stats when dying
- Suit of armor now has low resistance to magic damage (increased from none) as it is otherwise easy to get around his shield
- The second level boss dungeon now has a greater change for archers to spawn, reducing the effectiveness of hiding on platforms
- Limit mage light to 3 instances at once
- After completing an order, friendly units will default to following the player rather than standing around
- When no units are available to spawn at a spawn point in the dungeon, spawn nothing rather than units that don't fit the current game progression randomly
- Fix bug where minimap camera would not show some or all unit icons
- Mage light travels a little farther
- The mission to rescue villagers from the horde lair has the enemies start aware of the player so at night they don't just stand around unable to see or know where to go
- Reduce max dungeon texture memory usage from 3.167 MB to 2.078 MB. This may reduce unexplained GPU related crashes
- Fix villagers you are supposed to rescue from dungeons being sunk into the floor
- Reduce time until meditate starts to 6 seconds. This is to reduce the effectiveness of kiting.
- xxRaIenXX: Disable pooling objects between scenes. This may fix the purple texture when shooting mana bolts.
- Ziprar: Add XP values tooltip to end of level and level up screen progress bar
- Orgasinator: Refactor weapon damage, so that the player can't just dump points in weaponry and kill late game units without challenged. Reduced benefit of AvatarAttributeRank_Weaponry_Bonus from 5% to 3%, Mana bolts ember shard research from 10% to 6%. To offset this and make weaponry an optional rather than required stat, increase increase base weapon damage by 33%, and increase bonus for higher level weapons from 25% to 33%.
- Orgasinator: Refactor enemy health, so the player can't outscale late-game enemies. This makes mid and late game enemies noticeably harder and changes the strategy needed to deal with them. Increase tier 2 unit health so they have about 3X, and tier 3 units so they have about 6X, the health of tier 1 units. Further boost health of undead to reflect the penalty they cannot be knocked out, but always die. Mages and archers still have noticeably less health than melee focused units. Certain spells now do more damage, or more damage at higher levels to counteract the increased health
- Orgasinator: Reset player loadout if the loadout is somehow corrupted and overequips items past the limit
- Orgasinator: Increase flurry window by 1 second
- Orgasinator: Limit blink number of uses per mission and cooldown to reduce exploiting blink to kite enemies
- Orgasinator: Blink can now only be used 5 times per mission. This is to prevent kiting enemies forever.
