H.A.N.K. (Heavily Armored Nanoforged Knight), the game's second hero, is now playable and can be selected after completing the 2nd level of the game’s demo version.
H.A.N.K. focuses on short ranged combat, supported by high starting durability and defense.
His skills are geared towards area damage and crowd control
Every 3rd basic attack he performs triggers a 40% slowing effect on his target for 1.5 seconds.
Pulse Field (Special Attack)
Shockwave (Primary Attack)
Leap Strike (Secondary Attack)
Dash (Mobility)
Iris now inflicts a half-second stun effect on the enemy she is currently attacking on every 5th basic attack that she performs.
Added [Tab] as a hotkey to advance/continue dialogue. Can be changed via Keybindings in the Main Menu.
Added a 4× Game Speed button to the battle UI and corresponding hotkey (Alpha4 key). Can be changed via Keybindings in the Main Menu.
Hero selection button now displays in the Mission selection screen when the game’s 2nd hero (H.A.N.K.) is unlocked.
The currently active hero's portrait and name is displayed on the button, and clicking allows you to select another hero to take on missions.
Selecing a hero in the panel shows a short description of that hero’s gameplay style.
Non-battle dialogue boxes no longer auto-progress. Players can read/continue at their own pace.
Auto-continuing dialogue now only occurs during missions/battle
Moved the Continue Campaign button to the top of the Main Menu for faster access.
All health bars now deplete from right to left for visual consistency
Mouse pointers now change tint:
Blue / Default when hovering over terrain that heroes can move to
Light Gray when hovering over terrain that heroes cannot move to
Green when hovering over nodes or turrets
Red when hovering over enemy units
Shift+Clicking on an enemy sets it as the auto-follow target. The hero automatically moves to stay within attack range of the selected enemy.
Tab key cancels auto-follow.
Auto-follow automatically cancels when the target dies.
A white square indicator on the auto-followed enemy visually communicates the active auto-follow state.
You can auto-follow one enemy and still set another enemy as the preferred attack target.
Staging Area scene layout adjusted to comfortably accommodate all game heroes.
Camera now rotates to face the currently selected hero in the Staging Area.
Hero portrait no longer flashes red when an attack is landed on an invincible hero (since the hero takes no damage).
Fixed a Workshop turret description bug where the wrong turret description text appeared on the first panel press.
Fixed a bug where Ogres can trigger attack animations while stunned.
More accurate hit detection for Ogre attacks.
Ogres now prioritize attacking heroes over player protected structures
Enemy spawn points now have a pulsing beacon visual effect while an enemy wave is spawning to help players identify where enemies are coming from faster/better.
Enemies now briefly flash white when taking damage, while hero units briefly flash red when taking damage
Turrets now have a burning effect when on low durability for easier identification during battle
— End of Patch Notes v0.31.01a —
Development of Decimation is still underway, mainly focusing right now on new levels, enemy units and equipment modules for Act 2. Below are some of the recently worked-on content for the base game:
A new Endless/Infinite wave mode beta has been implemented for Act 1, that features all the enemies encountered in the Act, with increasing wave difficulty.
Reward system still being balanced.
Enabled for testing and improvement in the full game version. Not available in Demo build.
So far, the missions in Act 1 focuses on protecting static installations. In Act 2, a new mission type has been added that involves protecting allied units from enemy waves until they reach their destination.
I'll be providing more updates here as development progresses and hope that you enjoy the latest patch and new hero. As always, thank you for your support!