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  3. Dev Log - 11th March

Dev Log - 11th March

[!] Warning - Spoilers Ahead [!]


If you prefer to keep the game's content a surprise, I would advise you stop reading now.

World 3 is now complete... that leaves only World 4 and endgame content to create, then localisation and QA testing before launch! ːer_waveː

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[h2]New Music Track for World 3![/h2]
[previewyoutube][/previewyoutube]
[h2]ːsteamhappyː More levels![/h2]

Introducing new environments with unique hazards, quirks and challenges.



[h2]ːsteamhappyː New Enemies![/h2]

Get ready to face a new gang of troublemakers!



[h2]ːsteamhappyː Menacing Bosses Guarding The Hills![/h2]

As featured in the new trailer - these guys will pose a tough challenge to players!



[h2]Changes and Rebalance![/h2]

  • Henge upgrade paths have been swapped.
  • Adjusted Summon damage logic to prevent them wiping out bosses easily.
  • Added a hitbox to World 2 boss so you can hit it's head.
  • Improved the World 2 Boss Icon.
  • Endless Maps 2-E2 and 3-E2 now have flying enemy indicators at the start.
  • Flying indicators are now pixel art (placeholders replaced).
  • All tower title sizes are now the same on the info bar so it's always consistently aligned.
  • Improved Magic Blade's animation movements.
  • Enemy damage to boxes increases after wave 30 on endless (30 - 40 x2 | 41 - 50 x3 | 51+ x4)


[h2]Bug Fixes[/h2]

  • Fixed a loading bug for challenges that track damage (sometimes it would not count the final hit of a wave).
  • Updated info text for some Beasts / Traps for better accuracy and readability.
  • Fixed a bug that caused enemies to become stuck when inflicted with both Fear and Force.
  • Slightly changed inventory UI alignment to prevent text overlap clashes.
  • Fixed a bug causing Haunted Hex to do Water damage.
  • Fixed a bug causing enemies to avoid spaces where walls had once been on 1-10.
  • Fixed a graphical bug where there's a tiny gap between tiles sometimes.


Cheers,

Josh.
Anxious Noob.