Hey Everyone! It's been a while. Hope you're all having a good holiday!
This update is pretty major, and is the first of two updates intended to really overhaul the game into something great. With this one I focused on the characters and items, but also did some work on enemies and a lot of QoL features and requests. The next update will go further into itemization, enemies, gamemodes, maps, and QoL.
This update specifically revamped the existing 10 characters to make them much more interesting and more clearly defined and unique from one another. Their passive abilities are no longer just stat changes, but actual mechanics. Their masteries have also been updated to further build into these new passives.
Here's what the Ranger looks like now:
And while I was at it.. I added 10 more characters, that I'm calling "alternative timeline characters" - basically a "what if?" type situation where each character gets an alternative that plays completely differently. For instance, the skeleton king Weyrick is playable in his before-undeath form. Many of these new characters are heavily specialized and have a mix of more complicated and more powerful mechanics. Something for everyone, I think! Here's one of the new characters:
I also added enemy behaviors, so they don't all just endlessly rush you. I've nicked some stuff from Chronicon such as Warping enemies, Cowards that run away, etc. Some new stuff includes enemies that move faster while you turn your back to them, enemies that can pass through or fly over walls, and a couple other things. I play on expand on this with the next update, pending feedback!
Additionally I added 9 new weapons across all rarities and elements, tweaked some existing items, and added a tag system. If you've played Chronicon they'll be very familiar too. Stuff like "Thrown", "Chained", etc are added as tags on weapons, and the new character Passives and Masteries interact with these in different ways. In the next update I plan to expand on this in meaningful ways, too!
I've also done a bunch of work with sounds, as the game lacked a lot of audio feedback, adding death sounds to enemies, trigger sounds to weapons - etc. Now it may perhaps be a bit too much, so I added several more sound sliders to control exactly what you'll hear. Pretty neat, if you ask me.
There's also a bunch of QoL, Requests, Fixes, and more.
You can find the full, very lengthy, notes below.
Anyway - thank you very much for your reports, ideas, and continued support! I am very eager to hear what you think of this update. I'll see you in the new year with the next one. Thank you! -- Squarebit
ACHIEVEMENTS: