Removed Unity Launcher to allow certification for Big Picture mode
Mouse Cursor should now hide if using a Pad for Character 1, and unhide if you click
Activating the Steam Overlay should pause the game
All players in a multiplayer session now need to select 'ready' before they can proceed.
Reworked the visuals for selected-slots - this should hopefully be clearer than before.
i'm glad Steam lets me patch every day...
Fixed an issue where mobs went into soft enrage mode even when not active.
Fixed issue where medals weren't visually awarded
Clamped Army Reticule to sensible limits when using a mouse
Loads more map work
Further main menu work, including better pad detection
Map Patch!
Increased maximum Tank Block based on Gnome Damage
Removed old Unarmed code from Space bar
Fixed some obscure clipping errors. Large rocks were about 1" smaller than their collider.
Added a map screen. Not currently functional.
Removed a number of developer cheats that people flagged as bugs
Added a map screen! Use WSDA, Space and QE to navigate it for now. Be aware the current Level Select menu is now obsolete and can be ignored. I realise this was an Early Access goal, but I decided to forgo sleep and get it in early.
Map visuals are PLACEHOLDER and will be iterated and polished over the next few days.
Large polish patch - final testing looms!
Got around to setting up a #Gnomancer channel on the discords: https://discord.gg/JG2pbxC
Fixed a number of issues related to testing via Steam Play Together Anywhere, improving 2/3/4 player support, as well as situations where Pad 0 isn't the main player.
Added support for Steam Cloud
Health Collectables will now heal by percentage - 5 HP is a lot for a level 1 Wizard, but not for a level 500 Knight.
All UI elements should now have audio feedback. Especially difficulty settings.
Locked levels should now give specific hints about how to access them.
Tons of polish on UI enabling and disabling appropriately.
Reworked Gnome locations on Level 2 to better breadcrumb players through
Altered Level 6 to remove alternate routes, so early players are experiencing a more linear path.
Added more Gnomes to level 6 to make it completable with much less levelling - you shouldn't finish the level with thousands of dust and nowhere to spend it.
Improved Gnome stuck/teleport mechanics and effects mean a substantially lessened chance of nearby Gnomes getting stuck. They should also now warp through nullspace.
Alive Gnomes now give bonus XP at level end - this is correctly scaled by difficulty.
Gnomes with no owners will no longer take part in the physics simulation.
Press X prompt is now intelligent
Gnome Summon hides when you Pause
Escape now toggles pause menu
Load Ticks dropped from 80ms to 3ms because I had a brainwave.
Huge improvement to CPU usage of Map preperation.
Fixed skin selection to be sticky across all characters
Fixed issues with generating levels at low FPS being unreliable
Even more performance improvements to loading!
Fixed an issue where multiple accounts on the same computer would lead the progression system to using the slowest time, not the best.
Levels past the end of Early Access are available, but are clearly marked as unfinished.
Fixed issue where players could briefly attack after dying, messing up the animation system and looking stupid.
Added Low health/Damage effect. Only applies on Single player.
Balance Update!
Massively increased quality Scalar for Tanks - Gold Tanks can now block substantially more damage.
Block per Quality is up from 30/40/50/60/70 to 30/160/350/780/1120
Tank Health should now be massively increased per level.
Reduced the scalar on Quality, meaning you need more levels in Resurrection in order to get Gold Gnomes.
Healer boost from Gnome Damage is now increased substantially, and is +40 HP per level/2 HP per 1 points.
Mage Rejuvenation boost from Gnome Damage is now quadrupled in effectiveness.
Gnome Speed now slightly boosts the Gnome Energy rate - right now it's Level 20 (400 points) to double the generation rate.
When above 50% Mana, the player now does quadruple damage, but the mana efficiency drops by half. This is to offset high level players being completely unable to spend their Mana pool, and allows a clever player to balance burst damage vs sustained damage by modulating their Mana pool. This is treated as a Crit - currently the player has a 0% chance to crit, and a 100% chance to crit above 50% mana.
Altered Damage colouring so account for higher damaging Gnomes.
Crits are marked with a red outline on the damage text.
Extra XP now available for harder difficulties.
Hooked up several GPU-heavy effects to the detail system. GPU load should now be under half for Low quality vs High.