Hey everyone, solo dev here! Just pushed a brand-new update focused on improving singleplayer campaign diversity with a menacing new enemy type, implementing a clean in-game Patch Notes menu, and rebalancing the passive income system to keep the game's economy healthy. Here is what is new:
📜 In-Game Patch Notes & Devlog
You can now read all past updates, changes, and future patch notes directly inside the game!
- Added a PATCH NOTES / DEVLOG button to the Main Menu.
- Clicking it opens a beautifully formatted, scrollable in-game reader detailing the repository logs and updates.
👹 Empowered "Brute" Enemy Variations
Singleplayer rounds just got more diverse and unpredictable:
- Every time a non-King enemy (Black) piece spawns, there is a 15% chance it will spawn as an empowered Brute!
- Doubled Stats: Brute enemies spawn with double their standard HP and damage for that level.
- Vibrant Red Styling: Brutes are rendered 25% larger on the board, surrounded by a dynamically pulsing red radial aura and carrying a menacing red outline.
- Special Tooltip: Hovering over them reveals a styled glowing red label.
⚖️ Passive Income Rebalance (Diminishing Returns)
I know some of you were upset about how overpowered the passive income system felt in the late game, trivializing the active upgrades and campaign progression. To fix this:
- Square-Root Scaling: Passive gold per second now scales using a square-root curve (1 + sqrt(passLvl)) instead of linear multiplication.
- Progression Guard: Early levels still feel highly rewarding and punchy, but high-level passive income scales down to prevent gold from spiraling out of control.
- HUD Alignment: Updated the top passive HUD display to accurately display the balanced G/s calculation.
As always, if there's a bug, let me know by making a discussion about it, happy chessing!