Another week, another feature: Class Abilities! There are now seven different classes that can appear in the applicant room now, each with their own unique skill to mix up your run.
Features and Changes:
- New fighter classes added to the applicant room
- Warrior Ability: Intimidate - Forces the target to fight you for a short time
- Warrior Ability: Defend - Absorb a percentage of damage from allies around you
- Warrior Ability: Battle Leap - Leap into combat, creating a small impact at your destination
- Ranger Ability: Multi-Shot - Shoot two additional enemies with low damage arrows that are near your primary target
- Ranger Ability: Animal Handler - Use a pet to inflict extra damage on the target
- Rogue Ability: Vanish - Vanishes out of combat on a cooldown at the cost of having lower health
- Rogue Ability: Bleed - Inflicts Bleed onto the enemy, stacking up to 5 times
- Enemy move speed has been greatly slowed down to enable more time to make tactical decision during fights.
- Added ability to drop items from the inventory screen (suggested by Lawrence)
- Bleed icon size and position changed
- Enemy Health has been increased to slow down combat
- Both item and fighter stores show up in every level with much lower prices for fighters
- Normalized player movement to be the same speed in all directions (Thanks Swaggasurus!)
- Increased fusion rolls to be a 50% chance to upgrade when fusing equal rarities.
- Made fighter sounds unique to each class archetype
- Added mini-map marker for fighter store
- Teleporter Turtle has been revamped
- Increased the number of items you can bank to 6
- General Item Balancing
Bugs:
- Fixed issue that would break fighters when items reduced their health to zero (Thanks Stitch!)
- Improved moonwalking issue with the speed elixir
- Fixed problem caused when removing speed elixir from fighter
- Non-Combat Room enemies were not receiving proper health scaling