Now when leaving the village, you'll see the new destination select screen. This is laying the framework for the overall shape of the game and giving you a preview of other game modes to come. Now you can 100% the playtest!
Speaking on the shape of the game, bosses are now tied to specific floors. You'll first face the Court Mage, then the Knight Commander, then finally the Last Queen. This is so the playtest / demo has a definite goal and ending to play towards. Once we get the new maps in, defeating the Last Queen is what would unlock the next area (Forest, Tower, etc).
Dungeon events have changed! They no longer cost any resources to choose an option, but you might get a negative result. (The result / outcome screen is now much clearer as well.) This was part one of the change. Part two will be tying the actual text of the outcome to the reward. Positive sounding results will go with a success, and negative lines with a bad event outcome. We are working on ideas to make the optiopns not completely random chance, and to make them more interesting to interact with.
You are being hunted. That's all I'll say.
New Item - Moondial
New Item - Cracked Circlet
Mirror Knight is now marked as an Elite and grants extra XP
Bosses now grant 10 XP
Floors past 15 get an extra 2% harder each floor - stacking
Nerfed max level on Reinforce
Nerfed Knight Commander
Buffed Last Queen
Lowered initial enemy minimum attack values
Increased enemy minimum attack values over time
Floor 1 traps now deal 1 damage properly
Fixed Blooming Bark's description text
Prevented achievements from unlocking more than once
Fixed a bug causing unintended HP loss
Fixed the tutorial not flowing correctly into your first run
Fixed the initial quest sometimes not loading during the tutorial
Restrict free-look to the dungeon bounds, so you can't see into any secret dev rooms (that totally don't exist)