In this update3
Full notes
Full Metamancer update
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What changed
- Maps
- UI and audio
- Gameplay
- Fixes
Metamancer changes
Gameplay
The game now has methods for avoiding dead ends when entering a new map. The game will fill certain holes in the map, and will move the player to the nearest pathable location along the entry axis.
Fixed a bug with melee hemorrhage not applying tick damage. Bleed now deals damage each turn and uses the same DOT damage numbers as fire.
Chained enemies should now be pulled into the singularity center as the chain jumps. Previously the pull only ran on a secondary chain path that often never fired; it now applies during the full detonation phase.
Inventory & UI
Highlighting armor or weapons in the backpack now color-codes stats vs. what’s equipped: green if better, red if worse (quality, stats, abilities, GPU proc).
When the player hovers over an equipment item in their backpack it will open the dropdown for what the player already has equipped so they can more easily compare stats.
The equipment panel now shows more item info for equipment.
Save & Load
Maps are regenerated from seed on load, but blended biomes weren’t always recreated with the same parameters. We now store the full blend data when a map is first generated, so reloading (or cache eviction) should put you back in the correct biome.
The in-game player and the equipment panel could look different after a load. Both now rebuild from the same saved customization data on load.
Fixed a bug with entity positions. If the window size differed at load time, things could land slightly off-grid.
Saves now record tile size, and positions are re-snapped to the grid on load.
Source
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