In this update1
Full notes
Full Rekesh Gaal update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Balance
Rekesh Gaal changes
This is another update for the demo version. As always, the update is based not only on my personal tests but also on your feedback and recommendations, dear players. Thank you all for your feedback. Thanks to you, the game is getting even better!
List of changes:
Improved the game’s main menu. Added new buildings.
Added a new difficulty level “Mortal”. On this difficulty, enemies are as strong as on the “Hell” difficulty. The hero has only one life and no access to the shared storage!
Now the skill and potion slots in the bottom panel are saved when re-entering the game.
Improved the effects of traces from melee weapon hits and arrows flying.
Added the ability to reassign the keys for “interaction”, “main skill slot” and “player camera rotation”.
Fixed bots gravity.
Improved arrow movement.
Fixed a bug where the hero, after a continuous attack, would turn towards the zero coordinates if the enemy was already dead.
Fixed a bug where the hero’s health would regenerate after death.
Increased the maximum hero level to 120.
Fixed a bug where it was possible to assign multiple actions to one key in the settings, as well as other minor bugs in the control settings.
Visually improved the enemy health bar.
Fixed a bug where after interrupting the hero’s attack or his death, he retained the glow effect as if he was using a skill.
Fixed a bug with the active red skill, where the stats from the skill would sometimes not be subtracted after its activation.
Improved the simulation of enemy physics during overkill.
Other fixes and improvements.
Source
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