Surprise Visual and Gameplay Improvements!
Hey Guild Leaders!
I have a surprise update for you today - including 2 main new additions!!

I added the visual change I mentioned last update into the engine! isn't it pretty? :D
Isn't it kind of annoying when you just start out the game and encounter a group of 7 BANDITS in floors 2 or 3?
Or even worse, when you accidentally trigger enemies across multiple rooms in the Bandit Stronghold / City of Mist...
That should be fixed! There are now invisible "barriers" that prevent enemies from activating other enemies in nearby rooms. However, you can still activate those far away enemies by yourself - if you chance upon them...
Since adding new rooms might mess up existing saves, I added a system to prevent that (':
Dungeons will now save the version of the dungeon, so a player loading a save from a certain time will have the proper rooms instead of future rooms - until they descend into the dungeon again (or go down to the next floor).
I've also started working on some alternate room layouts.

Massive thank you to everyone who enjoyed Netherguild and left a kind review. You rock!!

And that's all! Just wanted to share this surprise update with you since I'm excited about finally releasing the new visuals and combat fix.
I'll try to update the store screenshots in the next few days too to reflect the new visuals - and sometime afterwards I'll finish making a new trailer.
Thank you for reading! See you next update (:
I have a surprise update for you today - including 2 main new additions!!
1. Improved Visuals





I added the visual change I mentioned last update into the engine! isn't it pretty? :D

2. Combat Encounters
Isn't it kind of annoying when you just start out the game and encounter a group of 7 BANDITS in floors 2 or 3?
Or even worse, when you accidentally trigger enemies across multiple rooms in the Bandit Stronghold / City of Mist...
That should be fixed! There are now invisible "barriers" that prevent enemies from activating other enemies in nearby rooms. However, you can still activate those far away enemies by yourself - if you chance upon them...

Still working on the Royal City Update!
Since adding new rooms might mess up existing saves, I added a system to prevent that (':
Dungeons will now save the version of the dungeon, so a player loading a save from a certain time will have the proper rooms instead of future rooms - until they descend into the dungeon again (or go down to the next floor).
I've also started working on some alternate room layouts.

Thank you for 50 reviews!
Massive thank you to everyone who enjoyed Netherguild and left a kind review. You rock!!

Surprise Update End!
And that's all! Just wanted to share this surprise update with you since I'm excited about finally releasing the new visuals and combat fix.
I'll try to update the store screenshots in the next few days too to reflect the new visuals - and sometime afterwards I'll finish making a new trailer.
Thank you for reading! See you next update (: