Repeated intro
What changed
2 fixes2 additions1 change0 removals
changedWe have been hard at work hammering out portions of the game that need some love. One big thing was making dual wielding actually swing twice, which in turn opens up design space for the 3 main styles to be distinct. 2-handers, dual wielding, and board/sword. Dual wielding will get expanded on over time, but the general idea is that some effects/skills will allow for both weapons to swing, and thus have the chance to apply their effects twice. Other skills will be only used by main hand or 2-handers. Board sword already has its place, but we will likely expand on it as well.
addedWe added the Zombie. This mob is slow (only 2 base action points per turn), however he hits quite hard if he can get to you. Zombies are the first in a line of mobs that are "different" than standard 3 base action point mobs.
addedWe also added a ton of weapon art, 3-5 pieces in every weapon category. This also comes with icons to match, and the matching icons are now linked to the weapons themselves.
fixedDual wielding now swings twice. The damage is split up, and the on hit/crit talents have 2 chances to apply. This change will see specific talents targeting it eventually. - Added an animation for offhand swinging. - Added Zombies, Zombies are Undead race mob. Zombies are very slow (2 action points), but they have increased heath and physical damage. Using CC on zombies will likely be a good idea, because if they get close they will put the hurt on you. - Added Zombie Brute. Zombie Brutes are warrior type zombie. - Melee attack power scaling slightly increased. - Added shadows to some assets where they were missing... - Mobs can now be better designated as Elite or Boss. - skill tool tips now designate between damage and healing amounts. - skill tool tips now display the length of cooldown. - Fixed a bug where some quest icons would appear green, even when they were not story quests. - Building images in the building menu will no longer appear stretched or squished. - The screen now waits until after retaliations to shift to the new turn. - added 5 pieces of sword art. - added 4 pieces of shield art. - added 3 pieces of staff art. - added 4 pieces of mace art. - added 4 pieces of dagger art. - added 4 pieces of axe art. - New Weapon Icons. - Weapon Icons now match their respective larger weapon art. - Reduced lighting system resources needed.
fixedThis patch is pretty large in terms of changes, so if you find any bug please let me know and I will get them fixed up for you!
Guilds Of Delenar changes
changedWe have been hard at work hammering out portions of the game that need some love. One big thing was making dual wielding actually swing twice, which in turn opens up design space for the 3 main styles to be distinct. 2-handers, dual wielding, and board/sword. Dual wielding will get expanded on over time, but the general idea is that some effects/skills will allow for both weapons to swing, and thus have the chance to apply their effects twice. Other skills will be only used by main hand or 2-handers. Board sword already has its place, but we will likely expand on it as well.
addedWe added the Zombie. This mob is slow (only 2 base action points per turn), however he hits quite hard if he can get to you. Zombies are the first in a line of mobs that are "different" than standard 3 base action point mobs.
addedWe also added a ton of weapon art, 3-5 pieces in every weapon category. This also comes with icons to match, and the matching icons are now linked to the weapons themselves.
fixedDual wielding now swings twice. The damage is split up, and the on hit/crit talents have 2 chances to apply. This change will see specific talents targeting it eventually. - Added an animation for offhand swinging. - Added Zombies, Zombies are Undead race mob. Zombies are very slow (2 action points), but they have increased heath and physical damage. Using CC on zombies will likely be a good idea, because if they get close they will put the hurt on you. - Added Zombie Brute. Zombie Brutes are warrior type zombie. - Melee attack power scaling slightly increased. - Added shadows to some assets where they were missing... - Mobs can now be better designated as Elite or Boss. - skill tool tips now designate between damage and healing amounts. - skill tool tips now display the length of cooldown. - Fixed a bug where some quest icons would appear green, even when they were not story quests. - Building images in the building menu will no longer appear stretched or squished. - The screen now waits until after retaliations to shift to the new turn. - added 5 pieces of sword art. - added 4 pieces of shield art. - added 3 pieces of staff art. - added 4 pieces of mace art. - added 4 pieces of dagger art. - added 4 pieces of axe art. - New Weapon Icons. - Weapon Icons now match their respective larger weapon art. - Reduced lighting system resources needed.
fixedThis patch is pretty large in terms of changes, so if you find any bug please let me know and I will get them fixed up for you!
We have been hard at work hammering out portions of the game that need some love. One big thing was making dual wielding actually swing twice, which in turn opens up design space for the 3 main styles to be distinct. 2-handers, dual wielding, and board/sword. Dual wielding will get expanded on over time, but the general idea is that some effects/skills will allow for both weapons to swing, and thus have the chance to apply their effects twice. Other skills will be only used by main hand or 2-handers. Board sword already has its place, but we will likely expand on it as well.
We added the Zombie. This mob is slow (only 2 base action points per turn), however he hits quite hard if he can get to you. Zombies are the first in a line of mobs that are "different" than standard 3 base action point mobs.
We also added a ton of weapon art, 3-5 pieces in every weapon category. This also comes with icons to match, and the matching icons are now linked to the weapons themselves.
Patch Notes:
Dual wielding now swings twice. The damage is split up, and the on hit/crit talents have 2 chances to apply. This change will see specific talents targeting it eventually. - Added an animation for offhand swinging. - Added Zombies, Zombies are Undead race mob. Zombies are very slow (2 action points), but they have increased heath and physical damage. Using CC on zombies will likely be a good idea, because if they get close they will put the hurt on you. - Added Zombie Brute. Zombie Brutes are warrior type zombie. - Melee attack power scaling slightly increased. - Added shadows to some assets where they were missing... - Mobs can now be better designated as Elite or Boss. - skill tool tips now designate between damage and healing amounts. - skill tool tips now display the length of cooldown. - Fixed a bug where some quest icons would appear green, even when they were not story quests. - Building images in the building menu will no longer appear stretched or squished. - The screen now waits until after retaliations to shift to the new turn. - added 5 pieces of sword art. - added 4 pieces of shield art. - added 3 pieces of staff art. - added 4 pieces of mace art. - added 4 pieces of dagger art. - added 4 pieces of axe art. - New Weapon Icons. - Weapon Icons now match their respective larger weapon art. - Reduced lighting system resources needed.
Please let us know what you think. Also if you are wondering about our decision making when it comes to dual wielding please see this video:
https://youtu.be/1iQal74o2LM
This patch is pretty large in terms of changes, so if you find any bug please let me know and I will get them fixed up for you!