Dev Diary 2
Hello everyone,
We wanted to share an update on how the patch is going and what we are currently working on.
We decided to merge the QoL patch with the necromancy patch. We don’t have an official date for it yet, but our plan is for it to be ready by late October.
[h4]NECROMANCY[/h4]
[h4]ACT III[/h4]
[h4]INFINITY MODE[/h4]
[h4]QoL[/h4]
We are also debugging the game continuously. Please feel free to notify us of any bugs you notice, more QoL changes or other suggestions and we will try to address them all until patch release.
We wanted to share an update on how the patch is going and what we are currently working on.
We decided to merge the QoL patch with the necromancy patch. We don’t have an official date for it yet, but our plan is for it to be ready by late October.
[h4]NECROMANCY[/h4]
- We have finished our new discipline, necromancy school. It is now in the internal testing phase for debugging and balancing. Necromancy will feature 9 in-combat minions, 60 skills, and its own heritage points. Since necromancy is the first school where you can control minions in combat, this required us to go over many enemy hunters as well and balance the game around it.
[h4]ACT III[/h4]
- We are still working on Act3, but it will be ready for internal testing soon. Act3 will feature 8 new veteran hunters and 1 boss. Act 1 and Act 2 waves have been changed to feel less grindy and for a smoother pace.
[h4]INFINITY MODE[/h4]
- We decided to add a new standalone mode to the game which is designed to have a faster pace than the standard game. In this mode the player does not have a castle screen, meaning no rooms, castle minions, traps, and decors. Instead, it will have a different scene where you choose your own path among various challenges or random events, each with their own rewards, and infinitely scale and see how far you can push the limits.
- The Visitors events feature that we are developing for standard mode will also be available in infinity mode, which is why we decided to combine all of these new features into a single patch.
[h4]QoL[/h4]
- A visual cue to indicate how much damage the hunters took from a trap or minions when they enter a new room.
- The intent of enemies now also shows how many times they will attack.
- When an enemy or a Necromancy minion hits multiple times, if their first target is dead but they still have more attacks left, those attacks will now carry on to a new target.
- We are planning on integrating a UI showing in-combat buffs and debuffs to make them look clearer.
As for QoL updates, some examples we have finished so far are:
We are also debugging the game continuously. Please feel free to notify us of any bugs you notice, more QoL changes or other suggestions and we will try to address them all until patch release.