What changed
1 fix2 additions2 changes1 removal
changedAs we're gearing up for the steam winter sale I'm releasing one more QoL-focused update. This includes plenty of fixes, balance changes, and improvements to character kits.
addedNew Stuff================== - Added the "Judgement" effect to both priest spells. Causing enemies to explode when killed - Witch's "Flame Wheel" spell is now a toggleable spell that drains energy as it remains active. Spell damage and size have been adjusted as well. - Witch's "Fireball" spell now explodes when reaching target point - Introducing the Hyena enemy, a simple melee mob with faster movement speed than the standard gnoll
removedAdjustments======================= - Decreased hold time needed to "Equip" items from ground - Removed revolver from the chest drop pool - Players now move at regular speed when performing melee attacks
changedAdjustmentsBalance - Rebalanced enemy spawn tables to be more lenient at beginning. Will probably adjust one more time in next patch to slow difficulty curve more. - Enemy movement speed across the board decreased by ~20% - Reduced enemy Heavies base health by ~35% - Due to scaling difficulty & rarity on mobs, HP on big mobs could get out of hand
addedAdjustmentsAI - Melee AI is more aggressive - Enemy AI is optimized to recalculate pathing less when further away from the player - Added some objects to navmesh detection for better enemy pathing. They are still getting stuck on some corners but overall pathing is much better.
fixedFixes========== - Runes stay socketed when upgrading weapons - Gold and Energy are now affected by magic/rare mob drop quantity modifiers - Fixed item duplication glitch when transferring a rune from one slot to another on the same weapon - Fixed some tile boundaries in dungeon generation that would allow them to overlap - Fixed navigation errors on the weapon & rune upgrade table for controller when upgrade was not affordable
West of the Witchlands changes
changedAs we're gearing up for the steam winter sale I'm releasing one more QoL-focused update. This includes plenty of fixes, balance changes, and improvements to character kits.
added================== - Added the "Judgement" effect to both priest spells. Causing enemies to explode when killed - Witch's "Flame Wheel" spell is now a toggleable spell that drains energy as it remains active. Spell damage and size have been adjusted as well. - Witch's "Fireball" spell now explodes when reaching target point - Introducing the Hyena enemy, a simple melee mob with faster movement speed than the standard gnoll
removed======================= - Decreased hold time needed to "Equip" items from ground - Removed revolver from the chest drop pool - Players now move at regular speed when performing melee attacks
changedBalance - Rebalanced enemy spawn tables to be more lenient at beginning. Will probably adjust one more time in next patch to slow difficulty curve more. - Enemy movement speed across the board decreased by ~20% - Reduced enemy Heavies base health by ~35% - Due to scaling difficulty & rarity on mobs, HP on big mobs could get out of hand
addedAI - Melee AI is more aggressive - Enemy AI is optimized to recalculate pathing less when further away from the player - Added some objects to navmesh detection for better enemy pathing. They are still getting stuck on some corners but overall pathing is much better.
As we're gearing up for the steam winter sale I'm releasing one more QoL-focused update. This includes plenty of fixes, balance changes, and improvements to character kits.
CHANGELOG
New Stuff
================== - Added the "Judgement" effect to both priest spells. Causing enemies to explode when killed - Witch's "Flame Wheel" spell is now a toggleable spell that drains energy as it remains active. Spell damage and size have been adjusted as well. - Witch's "Fireball" spell now explodes when reaching target point - Introducing the Hyena enemy, a simple melee mob with faster movement speed than the standard gnoll
Adjustments
======================= - Decreased hold time needed to "Equip" items from ground - Removed revolver from the chest drop pool - Players now move at regular speed when performing melee attacks
Balance - Rebalanced enemy spawn tables to be more lenient at beginning. Will probably adjust one more time in next patch to slow difficulty curve more. - Enemy movement speed across the board decreased by ~20% - Reduced enemy Heavies base health by ~35% - Due to scaling difficulty & rarity on mobs, HP on big mobs could get out of hand
AI - Melee AI is more aggressive - Enemy AI is optimized to recalculate pathing less when further away from the player - Added some objects to navmesh detection for better enemy pathing. They are still getting stuck on some corners but overall pathing is much better.
Fixes
========== - Runes stay socketed when upgrading weapons - Gold and Energy are now affected by magic/rare mob drop quantity modifiers - Fixed item duplication glitch when transferring a rune from one slot to another on the same weapon - Fixed some tile boundaries in dungeon generation that would allow them to overlap - Fixed navigation errors on the weapon & rune upgrade table for controller when upgrade was not affordable