v. 0.3.8
Hello. This update took a bit longer than expected, but it just might be the biggest one yet! Lots of goodies and changes in this, see the detailed changelog below.
General
General
- Game build is compiled to native code resulting in a roughly 100% performance boost (your mileage may vary though)
- Leaderboards have been moved to a custom system that allows more details over run such as the character used and time played. All leaderboards have been reset with a new seed
- New melee weapon: Tomahawk Axe
- New melee weapon: War Fan
- New magic weapon: Fire Staff
- New magic weapon: Acid Rain
- New item: Monocle - Increased critical hit chance for all weapons (50%)
- New item: Power Bracelet - +25-100% damage for all player weapons within the Aura
- New item: Safety Bracelet - +25-100% damage resistance within the Aura
- New item: Time Bracelet - +25-100% enemy slowdown within the Aura
- Modified weapon: Fire Cape changed to inflict DPS damage
- Modified weapon: Shield 100% bonus changed to double range instead of size
- Modified weapon: Staff initial attack rate changed from 1.5s to 1.7s
- Modified weapon: Light Wand initial attack rate changed from 2.5s to 3s
- Modified item: Frequent Buyer Card now also gives 10% discount on everything
- Modified item: Weighted Dice now also gives a free reroll on level up. Shop rerolls dropped from 2 to 1
- Modified power-up: Miner no longer does increased damage to gold ores, but a shorter time is spent in Mine
- Modified power-up: Speed has an additional level
- The setting "Enter buildings automatically" no longer exists. Buildings are accessed with a key (if required). Directions to enter buildings and start missions have been moved on top of the player
- Mine no longer depletes and is now entered. Gold amount depends on how long you stay in. Player has 2s invulnerability when exiting mine
- Healing Pond also recharges ability fully
- Titus no longer has a speed debuff
- Nicolaus has no charisma bonus anymore, but increased perception instead
- Jester is not penalized for whatever type the secondary weapon is and can carry other weapons of that type without penalties
- All characters start with 2 consumables instead of 1
- All characters' movement speed is faster by default. Agility no longer increases movement speed
- More than one fire or destroy mission can appear at the same time in late-game and they also have a shorter timer
- Enemy portals have increased health and nearby enemies get 10% faster when portal is attacked for the first time
- Elite fireball quantity, damage and size will increase indefinitely as time goes on. Projectile speed is slower but hit detection is more accurate to player (was a lot more forgiving before)
- Endless enemy kill multiplier changed from 1x to 0.5x
- Endless time multiplier changed from 5x to 6x
- Flyby enemies will have a shield after 15min of playtime
- Some adjustments to enemy speed, life and damage over time
- Flying enemies are faster than ground units
- Terrain movement speed is displayed on screen (if not 100%)
- Some variation in tree and boulder sizes
- "Ability Blocked" changed to "Ability Blocked by Elite" for player to understand what's happening
- Jester's secondary weapon and consumable were not random in endless maps due to fixed seed
- Filthy Rags gives weapon penalties despite not having a type
- Crash on game start if save file was somehow empty
- Fire Cape effect did not adhere to the projectile transparency setting