Hello, survivors!
We've got a huge update this week that completely revamps our graphical engine; as we move closer and closer to our release date, we're hoping to go back through everything in the game with a fine-tooth comb and polish it up to the standards we want to ship with. This graphical rework is just the first step.
Every level in the game has been redesigned with dynamic lighting, a pixel-perfect perspective camera, layered shadows, and animations. Gone are the day of a wishing well just turning blue when making a wish... everything is looking way better!
Instead of trying to show you with a bunch of before/after screenshots, we've recorded a short video of each level before and after this overhaul:
Besides the big graphical overhaul, we have some other smaller updates that are going out in this release as well.
Good luck surviving; enjoy the update!
The rendering engine has been completely rewritten to support dynamic lighting, shadows, canopies/clouds, and perspective rendering.
Ability upgrades no longer appear as level up choices until at least level 5 on any character.
Harold's Adaptive Strike upgrade no longer flickers between elements on damage-over-time effects; the element is now locked in when any damage-over-time effect is applied.
Shrine of Light now grants +10% light radius instead of +5%.
Completely redesigned the Trading Post to feel more like a bustling marketplace in a never-ending town instead of a bunch of random props in a field.
Completely redesigned Jade Court to feel more like an open rural area to explore.
It snows in Frostfall and Ancient Summit now, increasing in intensity the longer you survive.
Enemies now spawn twice as far away from the player and run in from off screen.
Added candelabras throughout The Quarry for a big source of health potions (and good lighting).
Wishing Wells now have a new animation when in progress, and when your wish is granted.
Fixed Basil using Saffi's Blighted Fervor ability instead of his own Stacked Deck ability.
Fixed items in your inventory getting cut off with ... instead of wrapping to show their full name.
Fixed a bug where frozen enemies couldn't be knocked back.
Fixed a bug where weapons with multiple projectiles would sometimes fire all of them at the exact same time/way, so they stacked and looked like only one projectile.
Fixed a bug that could cause a multi-second lag spike after discovering a new item in long runs.