This patch changes the maps' art style to stylized and cuts down on memory imprint. Lots of small/medium bug fixes all over the board. A LOT of balance changes on every level.
There are still a lot of ongoing areas that will be improved, whether they be cosmetic (more emissive materials for that lovely magic look) or heavy backlog items (client prediction when touching enemies in a slightly laggy environment makes a lot of twitching come true). I am working on a free demo version of the game also which contains the first four maps. And, as always, finishing up act 2 in the background.
For this patch, though...
FIXES:
- Being silly with mouse buttons in inventory will not remove your items for all time anymore
- Many small fixes
CHANGES:
- Abrina's prototype - aiming is adjusted slightly upwards
- Updated Unity version by a lot
- Level design and main menu backdrops are switching to stylized
- All levels remade/rebalanced from the ground up
- Minimaps and level thumbnails remade
- Change map quality in settings will now change what textures the materials use instead of LOD groups
- Optimized memory usage for every level
- Enemy projectiles are now more visible
- Enemy variants now have better particle effects
ADDITIONS:
- Floor fires, similar to wall torches, but can set heroes/enemies aflame
BALANCE:
- Abrina's prototype - Knock down light enemies upgrade: 100% -> 35%
- All levels now have at most 15 monster types (including variants) per level except for boss levels which have 17
- Mike's weapons are now 3% cheaper in mana
- Arcane wand nerfed slighly
- Ammo belt duration 10s -> 12s