Build 26362574

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Repel the Darkness Playtest · public · first seen

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Patch notes · published by the developer

Sentinel Redesign and Shortened Descriptions

On Steam

Highlights

  • Redesigned the UI to show information more concisely. Shortened most descriptions.
  • Improved the targeting, quest spawn and monster spawn algorithms.
  • Redesigned the Sentinel.

Monsters

  • Each monster draw at level start now offers one kind of card: new monsters that get added to the monster deck or monster upgrades. Both types are no longer mixed.
  • Monster Spawns now spread further around the base, so a level's monsters come from a wider range of directions.

Units

  • Melee units such as Guards and Void-Minions now spread over a pack instead of all attacking the same monster.
  • A Melee unit now stops chasing a monster it cannot catch and walks back to its tile.
  • The units of a Marksman or Suppressor group now attack one after another, instead of all at once.
  • The Assassin's Triple Hit now sends the hits its target no longer needs to the Assassin's next target in reach.
  • Winter's Grip no longer aims a Root at a monster whose Root has just ended (a Suppressor could keep one monster Rooted with back-to-back hits).
  • A Suppressor without Damage now Slows walking monsters before monsters that already attack the base.
  • Trappers now place Traps ahead of monsters on their routes and spread them over more monsters.
  • Added one new unit upgrade.
  • Removed the Follow-Through and Unleashed upgrades.

Tiles

  • Removed the Watchfire upgrade.

Quests

  • More new quests now appear while quests you have not revealed are on the board, so fewer tiles you place have no quest to go to.

UX & QoL

  • Shortened many descriptions. For example, the Plain's text changed from "Units placed on this tile gain +1 Speed." to "+1 Speed."
  • Redesigned the cards of quest rewards and deck-building offers. An upgrade card now shows the unit, monster, tile or base it upgrades, together with the upgrade's rule.
  • While you hover a card, the deck row it changes marks the upgrade slot it fills. During a monster draw, the Monster deck shows the new monsters and upgrades the draw would add.
  • Panels and cards now show each upgrade as its icon and its text.
  • Added a Pause button beside Fast Forward during the attack phase.
  • The game no longer opens the pause menu when its window loses focus, and the "Pause when unfocused" setting is removed.
  • Quit is now a smaller button, so it is easier to tell apart from the buttons that continue the game.
  • CTRL + left click on an empty cell now locks the tooltip of the tile placement preview instead of placing the tile.
  • Dragging a hand tile that is not the next one now shakes it and flashes the next tile, to show that only the next tile can be placed.
  • During your first-ever level, the hub no longer shows New run, so Begin Level is the only way to continue.
  • "Discovered this run" at the end of a run now sorts discoveries into rows by kind and lists each upgrade beside the unit, monster or tile it belongs to.

Bug Fixes

  • Fixed clicks on a health bar unlocking the tooltip instead of reaching what stands behind the bar.
  • Fixed health bars drawing their background past the last health bar.
  • Fixed two tile upgrades taking effect on a Darkened tile.
  • Fixed the base's tooltip opening over the monster draw at the start of a level.
  • Fixed hovering an upgrade on another row replacing a locked tooltip.
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Sentinel Redesign and Shortened Descriptions · Repel the Darkness Playtest build 26362574 · SteamPeaks