Repeated intro
Hey everyone. We're up to version 5 of the playable demo.
What changed
0 fixes1 addition2 changes0 removals
addedIn preparation for the release next month (which seems to be proceeding to schedule, fingers crossed) we've got a new spawnset that should be something a little different for ya'll to get your teeth into.
changedAlso several other improvements, including:
changedImportant enemies now don't have helixes as this caused too much visual clutter, and instead have feet-auras more UI for getting an idea of what the soul spending system is doing Lacerators (green 🅱️ois) now do not spawn by themselves (so less shrieky shenanigans) and only spawn from Obsidian Demon summoners. Lacerators now use boid behaviour, rather than chasing straight ahead. Boid behaviour has been improved for Lacerators and Terrors. Annihilation powerup is now more slightly more poggers Spawnset is more meaningfully set up for the first 1000 seconds (end-game loop occurs after this rather than 400ish seconds in) Reaver now has a cooldown (which was the original intention yet was curbed for bugginess), meaning you don't get to just hold down left click post 400 seconds Dreadnought enemies now have weakpoints, and cannot be harmed except for hitting these weakpoints.
Necromancer changes
addedIn preparation for the release next month (which seems to be proceeding to schedule, fingers crossed) we've got a new spawnset that should be something a little different for ya'll to get your teeth into.
changedAlso several other improvements, including:
changedImportant enemies now don't have helixes as this caused too much visual clutter, and instead have feet-auras more UI for getting an idea of what the soul spending system is doing Lacerators (green 🅱️ois) now do not spawn by themselves (so less shrieky shenanigans) and only spawn from Obsidian Demon summoners. Lacerators now use boid behaviour, rather than chasing straight ahead. Boid behaviour has been improved for Lacerators and Terrors. Annihilation powerup is now more slightly more poggers Spawnset is more meaningfully set up for the first 1000 seconds (end-game loop occurs after this rather than 400ish seconds in) Reaver now has a cooldown (which was the original intention yet was curbed for bugginess), meaning you don't get to just hold down left click post 400 seconds Dreadnought enemies now have weakpoints, and cannot be harmed except for hitting these weakpoints.
The demo is being built alongside the full version, as a taste of the full eldritch horror to come.
In preparation for the release next month (which seems to be proceeding to schedule, fingers crossed) we've got a new spawnset that should be something a little different for ya'll to get your teeth into.
Also several other improvements, including:
Important enemies now don't have helixes as this caused too much visual clutter, and instead have feet-auras more UI for getting an idea of what the soul spending system is doing Lacerators (green 🅱️ois) now do not spawn by themselves (so less shrieky shenanigans) and only spawn from Obsidian Demon summoners. Lacerators now use boid behaviour, rather than chasing straight ahead. Boid behaviour has been improved for Lacerators and Terrors. Annihilation powerup is now more slightly more poggers Spawnset is more meaningfully set up for the first 1000 seconds (end-game loop occurs after this rather than 400ish seconds in) Reaver now has a cooldown (which was the original intention yet was curbed for bugginess), meaning you don't get to just hold down left click post 400 seconds Dreadnought enemies now have weakpoints, and cannot be harmed except for hitting these weakpoints.
All in all, game should be a bit more challenging, especially for those who have managed to get post-500.
Good luck, Necromancers! Love, V0ID