Full notes
Full Necromancer update
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Repeated intro
Hey friends,
What changed
- Balance
- Gameplay
- UI and audio
We're now up to version 6 of the demo.
We're getting close to the planned release time. I'm still not 100% sure about the exact release date, so hold tight while I finalise that.
In the meantime, this version of the demo will change up the mechanics slightly, for the purposes of the mechanics being more clear for newer players as well as allowing for a bit more build control and flexibility.
The main change is, spells can now be cast whenever they can be afforded, rather than needing other prerequisites. Spells used to be cast in the priority of > Heal if under max health, summon if under max summons, bank if at max summons and max health, and were all handled by one keybind.
Now, Heals and summons each have their own keybind, and banking souls is split between two keys, allowing you to bank at either the Spirit altar or the Weapon altar. This makes for more control, but actually makes the game a bit more challenging as there's now a bit more decision making involved.
Please check your keybinds, as some keys may now conflict with the new default keybinds!
Other changes are:
More UI elements to show if heals or summons are available
UI now shows weapon selected
Weapons now have a camera shake effect
bunnyhopping now adds a movement boost up to a point, so momentum can be gained for more airtime. Walking reduces this momentum.
Launchpads are less restrictive now, but have an energy level that depletes with repeated use, and recharges over time.
Dashing mid-launchpad boost resets momentum, allowing you more control over your landing location.
Some sound additions
You can no longer jump infinitely on walls; you get one spare jump on a wall before needing to wait for a cooldown to be timed out.
Source
Changelog.gg summarizes and formats this update. How we read updates.
