What changed
0 fixes1 addition1 change1 removal
changedIn this update, we made a major gameplay change revolving around weapons, which now break after use. Workshops did not have a use in the later phases of the game. The amount of wear on a weapon is determined by the clarity stat. Secondary attacks do not wear out the weapon, making it more appealing to use secondary attacks. Divine weapons won't break and now jump out of the water.
removedTo make the game more comprehensible, we also removed the old tutorial system. It was not sufficient to explain most of the game mechanics. Instead, we created a full tutorial. Skilling also has a short textual tutorial in the main menu, and the level editor now includes tooltips.
addedWeapons now break on usage (no throws) - Weapon breaking is dependent on the clarity stat - Doubled weapon production time - Increased church production time by 2 seconds - Block chance is now determined by the insidiousness stat - Added tooltips in level editor - Extra controls tips section - Skills system tutorial - Tips are now also in the main menu - Removed old tutorial - Improved targeting - Created a full tutorial
Ghouls Of Divinity changes
changedIn this update, we made a major gameplay change revolving around weapons, which now break after use. Workshops did not have a use in the later phases of the game. The amount of wear on a weapon is determined by the clarity stat. Secondary attacks do not wear out the weapon, making it more appealing to use secondary attacks. Divine weapons won't break and now jump out of the water.
removedTo make the game more comprehensible, we also removed the old tutorial system. It was not sufficient to explain most of the game mechanics. Instead, we created a full tutorial. Skilling also has a short textual tutorial in the main menu, and the level editor now includes tooltips.
addedWeapons now break on usage (no throws) - Weapon breaking is dependent on the clarity stat - Doubled weapon production time - Increased church production time by 2 seconds - Block chance is now determined by the insidiousness stat - Added tooltips in level editor - Extra controls tips section - Skills system tutorial - Tips are now also in the main menu - Removed old tutorial - Improved targeting - Created a full tutorial
In this update, we made a major gameplay change revolving around weapons, which now break after use. Workshops did not have a use in the later phases of the game. The amount of wear on a weapon is determined by the clarity stat. Secondary attacks do not wear out the weapon, making it more appealing to use secondary attacks. Divine weapons won't break and now jump out of the water.
To make the game more comprehensible, we also removed the old tutorial system. It was not sufficient to explain most of the game mechanics. Instead, we created a full tutorial. Skilling also has a short textual tutorial in the main menu, and the level editor now includes tooltips.
Here is the usual full changelog: