
Sup, Party Slayers!
It’s been a while again, but I have an update that will hopefully be worth the wait.
The number of major changes visible in the game might not be huge, but this update contains a lot, and I mean a lot of small improvements that you’ll notice throughout the game.
The main focus of this update was wrapping up the remaining bug fixes and balance changes before moving on to visual and audio improvements. You’ll find some new cute VFX and pleasant sound effects that will hopefully make it easier to follow what’s happening during the game.
I have major plans for the next update, so it might take a while again... Hopefully, I’ll be able to complete the game’s remaining art assets over the next couple of months.
As always, thank you for your support.
-Lethion
Battle Resolve was providing slightly too much value at its first rank. I’ve reduced its base conversion while leaving the additional scaling from skill ranks unchanged.
Battle Resolve
Base +Skill Modifier to Durable conversion:
150% → 125%
Ranger was getting too much value from their long ranged skills even without landing critical hits. I’m adjusting some numbers to encourage Rangers to think twice before using these skills without a guaranteed critical hit.
Knee Shot
Critical Damage Bonus:
150% → 175%
Bull’s Eye
Mana Cost:
15 → 20
Base Damage:
14 → 11
Critical Damage Bonus:
200% → 250%
In a previous patch, I removed the scaling mechanic from Mercenary and Bandit. However, I made a small mistake and kept their rewards too low compared to their Health. I’m increasing their rewards to bring them in line with monsters at a similar power level.
Mercenary & Bandit Gold and Experience Rewards:
50 → 100
Area skills are extremely good at safely farming monsters (looking at you, Mage) I’m changing how escaping works so that choosing to flee from a monster has more meaningful consequences.
OLD:
Monsters you escaped from could no longer be targeted by skills, but they were still vulnerable to area attacks.
NEW:
Monsters you escape from now leave the board completely until the end of the turn.
Added sound effects to buttons and other interactive UI elements.
Added unique sounds for opening and closing menus.
Added sounds for entering and leaving Shop.
Added sound and visual feedback when purchasing weapon upgrades.
Added rejection feedback when attempting an unavailable action.
Added new movement sounds to player pawns.
Improved the timing of several sound effects.
Adjusted the volume of the game’s music.
Added new visual effects for earning Badges.
Added new visual effects for completing quests and leveling up.
Added new tooltips throughout the player HUD, including tooltips for class level, resource bars, Badges, and Quests.
Badge tooltips now explain how each type of Badge is earned.
Skill tooltips now update immediately when a skill is upgraded while the tooltip is open.
Skill upgrade previews now correctly display scaled status effect stacks.
Detailed skill tooltip information now updates immediately when being opened or closed.
Hovering over a quest icon on the HUD now highlights its corresponding target on the board.
Separate damage instances no longer combine into a single floating number.
Updated targeting visuals to make valid targets easier to identify.
Improved the hover behavior of decision buttons.
Hiding an interface with the eye button now keeps subsequent instances of that interface hidden.
Cleaned up and reorganized the Settings interface.
Added separate Master Volume and UI Volume controls.
Improved resolution and aspect-ratio handling.
Cleaned up the list of available resolutions.
Fixed a bug where using Karen’s Wig could cause the player’s item slot to disappear.
Fixed a bug where losing connection during the tutorial could leave the loading screen stuck.
Menu music now plays correctly after leaving a game and returning to the main menu.
Fixed a bug where a dead monster’s tooltip could remain visible after moving the cursor away.
Fixed a bug where another player’s Shop buttons could briefly appear clickable.
Fixed several additional UI hover and refresh issues.
Fixed several screen-resolution and display-mode issues.
Fixed several combat-feedback timing issues.
Fixed missing basic-hit particles.
Fixed a bug that displayed a “+0 Health” number after a monster respawned.
Fixed the clipping issues with Dragon sprite.
Unique creature sprites and animations
Unique skill VFX and SFX
Unique board tiles
Missing skill and relic icons
Missing player animations
Emote system
Rogue class